0Degree-Series "Cryobot"
390 Points The Cryobot is an early generation explorer robot designed to handle the extremely cold temperatures of Europan-like worlds. Superficially, they look like a long eel or snake that had two highly flexible limbs allowing it to manipulate object. However, it's only capable of cutting through ice, since it uses thermal radiation to melt the tunnel around is burrows its way through the ice (the technique only works for ice, and even then, only frozen water ice). Attribute Modifiers: ST+2 (Size, -10%) [18]; HT+3 [30]. Secondary Characteristic Modifiers: HP+6 (Size, -10%) [11]; SM+1. Advantages: DR 30 (Can’t Wear Armor, -40%) [90]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Enhanced Move 1 (Water) [20]; Extra-Flexible Arms [10]; Machine [25]; Microscopic Vision 3 [15]; Pressure Support 3 [15]; Radiation Tolerance 1,000 [45]; Scanning Sense (Sonar; Extended Arc, 360°, +125%; Targeting, +20%; Accessibility – Must extend vulnerable sensor mast in direction to be scanned, -10%) [47]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication; Video, +40%) [21]; Temperature Tolerance 25 [25]; Tunneling (Basic Tunnel Move +2; Frozen Water Ice Only, -50%) [25]; Vacuum Support [5]. Perks: Accessory (Microframe Computer). [1] Disadvantages: Blindness [-50]; Cybershell Body [-15]; No Legs (Aquatic) [0]. Features: Individuals of the same model closely resemble each other. Cost: $350,000 + computer 0GC-series "Reaper"
624 Points The 0GC-series (Zero-G Combat-series) "Reaper" is one of the many versions of a shell designed for combat in a world without verticals. The Reaper has full 365-degree vision around, heavy armor, and six limbs that it can use to latch onto objects to steady itself, manipulate objects, or use for running when in a low gravity environment. In zero-gravity environments and in freefall, the shell is capable of powered flight using a vector-trust turbofan, while in a hard vacuum, it has the ability to fly using vector-thrust rockets. If forced into melee combat, each of the six limbs come with their own talons, and the Reaper features four weapon mounts and several weapon pods. While Reapers tend not to have a standardized load out, this shell (which is usually only found in fifth wave militaries, given the smart material nature of the shell and its nanofiber composite materials) tends to incorporate mostly anti-personnel weapons, so combinations of 4mm Gauss LSWs and 18.5mm Gauss CAWs are common with weapon pods, while others have incorporated portable 10mm Railguns before. The four weapon hardpoints incorporate 4mm Gauss PDWs. Attribute Modifiers: ST+6 (SM -10%) [54]; DX +3 [60]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1. Advantages: 365-Degree Vision [25]; Absolute Direction (Requires Signal, -20%) [4]; Claws (Talons; Switchable, +10%) [12]; Damage Resistance 100 (Can’t Wear Armor, -40%) [300]; Extra Limbs 4 (Foot Manipulators, -30%) [28]; Extra Limbs 4 (Weapon Mounts, -80%) [8]; Filter Lungs [5]; Flight (Low Ceiling, -20%) [32]; Flight (Newtonian Space Flight, +25%; Space Flight Only, -75%) [20]; High Pain Threshold [10]; Hyperspectral Vision [25]; Machine [25]; Payload 10 [10]; Radiation Tolerance 5 [10]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Super Climb 2 [6]; Super Jump 2 [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Perks: Accessories (IFF transponder, Small Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Cost: $736,000 + computer. LC 0. Aero-series "Buzzbot"
-15 Points The Aero-series "Buzzbot" is a model series produced by Design Aeronáutico, one of the more famous design houses for cybershells and robots in the Regency (although they're best known for the Dragonfly, a very popular design). They are small cybershells that are used for everything aerial surveys to photojournalism to package deliver. the DA version is a miniature helicopter with two shrouded counter-rotating motors, a cluster of simple sensors, and a manipulating arm, but there are versions that have different features, although all of them feature sensors, some powered atmospheric flying mechanism, and a single manipulator. Attribute Modifiers: ST-7 [-70]; HT+1 [10]. Secondary Characteristic Modifiers: SM -2. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Damage Resistance 2 (Can’t Wear Armor, -40%) [6]; Filter Lungs [5]; Flight (Temporary Disadvantage, Noisy 2, -4%) [39]; Infravision [10]; Machine [25]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Telescopic Vision 2 [10]; Temperature Tolerance 3 [3]. Disadvantages: Cybershell Body [-15]; Increased Consumption 3 (Requires refueling, 1 hour endurance) [-30]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Aerial) [0]; No Sense of Smell/Taste [-5]; One Arm [-20]; Restricted Diet (Common, any one hydrocarbon fuel) [-20]. Perks: Accessory (Tiny Computer) [1]. Features: Individuals of the same model closely resemble each other. Cost: $320 + computer. LC 4. ATA-series "Jump"
651 Points The Armored Tactical Assault "Jump" is a variant of the Yamaneko designed and optimized for both air and space. It is named such because it can be dropped from relatively high elevations and withstand rough landings on its way to the target. Often, they are deployed from low orbit and make atmospheric entry before landing and then working their way to their target. Attribute Modifiers: ST+1 [10]; DX+2 [40]; HT+2 [20]. Secondary Characteristic Modifiers: HP+4 [8]. Advantages: 360° Vision [25]; Absolute Direction [5]; Acute Vision 2 [4]; Catfall [10]; Chameleon 4 (Extended, Infrared, +20%) [24]; Claws (Sharp Claws) [5]; DR 70 (Electromagnetic, +20%; Can’t Wear Armor, -40%) [280]; DR +15 (Can’t Wear Armor, -40%; Limited, Crushing Attacks Only, -40%; Temporary Disadvantage, Blind and No Manipulators, -100%) [15]; Doesn’t Breathe [20]; Enhanced Move 1 (Ground) [20]; Extra Legs (4 legs) [5]; Extra Legs (increased to 6 legs; Temporary Disadvantage, Horizontal and No Fine Manipulators, -40%) [3]; Flexibility [5]; High Pain Threshold [10]; Immunity to Acceleration (Reduced to Resistant +3 except with Temporary Disadvantage, Blind and No Manipulators, -60%) [2]; Infravision [10]; Innate Attack 1 (Burning; Aura, +80%; No Signature, +20%; Surge, +20%; Melee Attack, reach C, -30%) [10]; Machine [25]; Nictitating Membrane 5 [5]; Payload 25 [25]; Pressure Support 2 [10]; Protected Sense (Vision) [5]; Radiation Tolerance 10 [15]; Resistant to Electrical Pulses and Surges (+8) [2]; Sealed [15]; Silence 1 [5]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Temperature Tolerance 10 [10]; Tunneling (Move 1; Loose soil only, -50%) [18]; Vacuum Support [5]. Perks: Accessories (IFF transponder, Microframe Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; Restricted Diet (Common, high-energy power cells) [-20]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Cost: $770,000 + computer. LC 0. ATA-series "Swamp Rat"
723 Points The Swamp Rat is 3 foot long variant of the ATA-series that is designed for amphibious operations, and is capable of operating in the littoral zone and riverine areas. It can operate underwater, above water, in shallows, and even swing through trees on is versatile limbs, allowing it to move quickly in swampy and jungle environments, which is where shells of this nature are usually deployed. The type features a built in laser rather than any payload space, and the laser is integral to the type's construction and cannot be removed without destroying the cybershell. The laser is a 2d(2) tight-beam burning attack with Acc 9, Range 500/1,000, RoF 3, and Rcl 1. Having such a weapon built in means that the shell is LC2. The shell’s special capabilities, especially the Enhanced Tracking and Extra Attack, requires a specially designed, trained, or augmented infomorph to use them with full effect. Attribute Modifiers: DX+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: HP+3 [6]; SM-2. Advantages: Absolute Direction [5]; Acute Hearing 3 [6]; Ambidexterity [5]; Amphibious [10]; Brachiator [5]; Chameleon 4 (Extended, Infrared, +20%) [24]; Clinging [20]; DR 40 (Electromagnetic, +20%; Can’t Wear Armor, -40%) [160]; Discriminatory Smell [15]; Doesn’t Breathe [20]; Enhanced Tracking 3 [15]; Extra Arms 2 (Extra-Flexible, +50%; Long, +4 SM, +400%) [110]; Extra-Flexible Long Arms (+4 SM) [90]; Extra Legs (4 legs; Long, +2 SM, +200%; Temporary Disadvantage, No Fine Manipulators, -30%) [14]; Extra Attack 1 [25]; High Pain Threshold [10]; Infravision [10]; Innate Attack 2 (Burning; Accuracy +6, 30%; Armor Divisor (2), +50%; Increased Range x10, +30%; Increased Range raised to x50, 1/2D Only, +10%; Rapid Fire, RoF 3, +50%) [27]; Machine [25]; Nictitating Membrane 2 [2]; Perfect Balance [15]; Protected Sense (Vision) [5]; Radiation Tolerance 5 [10]; Reduced Consumption 2 (Refuel once a day) [4]; Resistant to Electrical Pulses and Surges (+8) [2]; Scanning Sense (Ladar; Extended Arc, 240°, +75%; Increased Range x50, +50%; Targeting, +20%) [49]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Temperature Tolerance 7 [7]. Perks: Accessories (Auxiliary cameras built into fingers, IFF transponder, Small Computer). [3] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; Restricted Diet (Common, hydrogen-oxygen fuel supply) [-20]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Cost: $585,000 + computer. ATA-series "Yamaneko"
211 Points The Armored Tactical Assault "Yamaneko" is a dangerous ground assault vehicle that is designed to supplement or replace human infantry on the battlefield commonly seen in many fourth and fifth wave nations in the Verge and Bleed. The vehicle is a four-legged ovoid structure with two short manipulator arms, a retractable sensor boom, and a protruding gun-tube from the center. It features spines that stud the torso, allowing it to detect vibrations around it, while the claws allow it to burrow through sand or soil with relative ease. The typical loadout is a 10mm PDW and a 30mm micro-missile pod in its payload space. While other configurations are possible, these are considered standard and so the shell's price takes these into consideration. Attribute Modifiers: ST+1 (Size -10%) [9]; DX+2 [40]; HT+2 [20]. Secondary Characteristic Modifiers: HP+4 [8]; SM +1. Advantages: Absolute Direction [5]; Acute Senses (Hearing) 3 [6]; Chameleon 4 (Extended, Infrared, +20%) [24]; Claws (Sharp Claws) [5]; Damage Resistance 60 (Electromagnetic, +20%; Can’t Wear Armor, -40%) [240]; Doesn’t Breathe [20]; Enhanced Move (Ground) 1 [20], Extra Legs (4 legs) [5]; High Pain Threshold [10]; Infravision [10]; Machine [25]; Payload 5 [5]; Pressure Support 2 [10]; Protected Sense (Vision) [5]; Radiation Tolerance 5 [10]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Resistant to Electrical Pulses and Surges (+8) [2]; Sealed [15]; Silence 1 [5]; Spines (Short Spines) [1]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Temperature Tolerance 10 [10]; Tunneling (Move 1; Loose soil only, -50%) [18]; Vacuum Support [5]; Vibration Sense [10]. Perks: Accessory (IFF transponder); Accessory (Microframe Computer) [2]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; Restricted Diet (Common, high-energy power cells) [-20]; Short Arms [-10]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Availability: $460,000 +computer. LC 0. Brigandine-series "Mobile Scout Armor"
334 Points The Brigandine-series "Mobile Scout Armor" (MSA) is functionally powered combat armor, and is made of metal-matrix plates with an inner layer of reflex body armor. What sets the MSA apart from other forms of body armor is that it comes with the hardware necessary to run an AI, usually a LAI or NAI (although sometimes a digital), who provide assistance in a way that soldiers find useful. While it can't stand up to anti-tank weapons or heavy machine gun fire, it can fit through doors ways, and is useful in door-to-door urban situations. This is the version that the AO Megacorp (which still exist) makes available to the general public; the version used by the actual military is much more high end. It also has built in jump boosters, which can help the wearer clear high jumps, and comes with a tactical ESM detector built in. It should be noted that the dedicated controls option gives the wearer of the suit access to all of the suit's senses, including it's PER score, perception advantages, and the like. The suit doesn't give a penalty to tasks - the AI inside of it often provides very useful advance - but most soldiers are trained to use the Battlesuit Skill anyway to make full use of the various features. A DNI is not required to operate the Brigandine-series. Attribute Modifiers: ST -10 [-100]; HT +5 [50]. Secondary Attributes: HP+7 [14]; Per +5 [25]. Advantages: Absolute Direction (Requires Signal; -20%) [4]; Compartmentalized Mind 1 (Dedicated Controls) [10]; DR 50 (Can’t wear armor, -40%; Torso only, -10%) [125]; DR 25 (Can't Wear Armor, -40%; Limbs Only, -30%) [63]; Discriminatory Hearing [15]; Discriminatory Smell [15]; Doesn’t Breathe [20]; High Pain Threshold [10]; Infravision [10]; Lifting ST+10 [30]; Machine [25]; Night Vision 9 [9]; Peripheral Vision [15]; Pressure Support 1 [5]; Reduced Consumption 2 (refuel/recharge once per day) [4]; Scanning Sense (Imaging Radar) [20]; Scanning Sense (Sonar) [20]; Sealed [15]; Super-Jump 1 [10]; Telecommunication (Radio; Secure, +20%; Sensie, +80%) [20]; Temperature Tolerance 5 [5]; Vacuum Support [5]. Perks: Accessories (Air Supply for wearer; Tactical ESM Detector; Searchlight; Small Computer); Provides own DR, Lifting ST, Pressure Support, Sealed, Temperature Tolerance, and Vacuum Support to wearer. [10] Disadvantages: Cybershell Body [-15]; No Legs (Portable) [-30]; No Manipulators [-50]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble one another Availability: $350,000 + computer. LC 2. Afrit-series
511 Points The Afrit is the best commercially-available combat model cybershell that the Umma has currently deployed and one of the scariest on the battlefield. While its basic stance is an upright biped, it can shift into a quadruped stance easily and increase its ground speed at the sacrifice of losing its manipulators. The back legs are digitigrade, similar to a cat or dog, improving its ground speed substantially when it runs. Morphologically, it looks similar to a jackal. This model is designed to dish out damage; it hits hard, moves fast, and delivers punishing blows to its enemies, whether they be opposing cybershells, vehicles, or even structures. Roughly two-thirds of the Afrit forces are teleoperated; the other one-third uses LAIs that are sleeved inside of them, which are treated as extendible property. The model has three areas for weapons. Two weapon pods on each flank and an exposed pod along its back that it can use while in quadruped mode. Since it has manipulators, it is also capable of picking up and crewed weapons, as well. The conventional load out is two 15mm gyro carbines, one with APHEX warheads and one with HEMP warheads, and a portable 10mm railgun. Attribute Modifiers: ST+7 (Size, -10%) [63]; DX+1 [20]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1. Advantages: Absolute Direction [5]; Acute Hearing 3 [6]; Chameleon 4 (Extended, Infrared, +20%) [24]; DR 75 (Electromagnetic, +20%; Can’t Wear Armor, -40%) [300]; Enhanced Move 1 (Ground; Temporary Disadvantage, No Manipulators, -50%, Horizontal, -10%) [10]; Filter Lungs [5]; High Pain Threshold [10]; Infravision [10]; Machine [25]; Payload 2 [2]; Payload 4 (Exposed, -50%) [2]; Protected Sense (Vision) [5]; Radiation Tolerance 5 [10]; Resistant to Electrical Pulses and Surges (+3) [1]; Silence 1 [5]; Telecommunication (Cable Jack) [5]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Temperature Tolerance 5 [5]. Perks: Accessories (IFF transponder, Microframe Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 4 people, Weekly) [-15]; Restricted Diet (Common, hydrocarbon fuel) [-20]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Cost: $600,000 + computer. LC 1. Chauliodos-series "Aquabot"
120 Points The Aquabot is a bot designed by the techs of the Yerian vilayet; the design has since spread from them but they were the originators. The basic design of the bot is a tear-shaped camera that is used to explore extreme pressures and depths, but it comes with a built in camera and spotlights, allowing it to illuminate the ocean floor of Yerian, the world that the vilayet is both named after and is currently trying to terraform. Attribute Modifiers: ST-4 [-40]; HT+1 [10]. Secondary Characteristic Modifiers: HP+2 [4]; SM-2. Advantages: DR 10 (Can’t Wear Armor, -40%) [30]; Doesn’t Breathe [20]; Enhanced Move 1.5 (Water) [30]; Machine [25]; Microscopic Vision 3 [15]; Pressure Support 3 [15]; Radiation Tolerance 10 [15]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication; Video, +40%) [21]; Temperature Tolerance 25 [25]; Vacuum Support [5]. Perks: Accessories (Built-in Spotlights, Small Computer) [2]. Disadvantages: Cybershell Body [-15]; Ichthyoid [-50]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other. Cost: $80,000 + computer. LC 4. Civil-series "Swarmdozer"
51 Points The Swarmdozer is a tiny civil-engineering shell that is designed to work in coordination with other shells like it, excavating large areas and laying the ground work necessary for large-scale construction projects. While they can easily be piloted by a LAI or NAI, they are just as often teleoperated by a remote human agent as well. They can construct projects on almost any surface, including in the vacuum. Designs like this exist all over the Verge and Bleed, but the Civil-series is one of the better known and more reliable, and it works more efficiently with other members of the same cybershell type than some other designs do. When encountered outside of the places that prefer to teleoperate them (like the Monarchy and Ummah), it's usually one ego inside of the "controlling" shell while the other shells are slaved to it. Attribute Modifiers: ST-6 [-60]; HT+2 [20]. Secondary Characteristic Modifiers: HP-1 [-2]; SM-4. Advantages: 360° Vision [25]; Absolute Direction (Requires Signal, -20%) [4]; DR 3 (Can’t Wear Armor, -40%) [9]; Doesn’t Breathe [20]; Extra Wheels (4 wheels) [5]; Lifting ST +1 [3]; Machine [25]; Payload 10 (Exposed, -50%) [5]; Pressure Support 2 [10]; Radiation Tolerance 5 [10]; Reduced Consumption 4 (Refuel once a month) [8]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 15 [15]; Tunneling (Move 1; Takes 64 times as long, or requires 64 coordinated swarmdozers to dig a single hex of tunnel per turn, -60%) [14]; Vacuum Support [5]. Perks: Accessory (Tiny Computer) [1]. Disadvantages: Bad Grip 2 [-10]; Cybershell Body [-15]; Horizontal [-10]; Maintenance (Mechanic skill, 1 person, Monthly) [-2]; No Legs (Tracked) [-20]; No Sense of Smell/Taste [-5]; One Hand [-15]; Restricted Diet (Occasional, radioisotopes) [-30]; Short Arm [-5]. Features: Individuals of the same model closely resemble each other. Cost: $1,600 + computer. LC 4. Dimmock-series "Gardener Shell"
51 Points The Dimmock-series Gardener Shell are various sorts of widely used shells that appear in parks and the homes of the wealthy or middle class, especially on Bluefall. The Dimmock-series would be vaguely humanoid if it didn't have three legs, each ending in splayed feet. Its two odd-shaped hands can serve as a range of gardening tools, and its spherical head mounts quite good cameras, with high-resolution capability to aid in pest and plant disease identification. There’s also a chemosensor unit in the chest section, used to diagnose plant diseases and to assess flowers’ scents for their appeal to humans. External panniers at waist level are used to carry plants, supplies, and clippings. In general, gardener shells are built to be deft and fairly agile, but no one bothers making them especially fast. The AIs that inhabit these pods are generally mild-mannered and interested only in botanical matters, but something like the Dimmock does have a worrying array of sharp sheers and other cutting tools. Rogue gardener shells have been a staple of InVids since the shell type was introduced. Rather than try to combat this, the companies producing them simply do so with large, easy to reach red buttons that, if pushed in, turn the robot off. These can be targeted at a -2; if hit, the robot settles into a resting posture. Rebooting the shell is a lengthy procedure. These buttons are also designed in such a way that it makes tinkering by malicious individuals very difficult. Attribute Modifiers: ST-1 [-10]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Move-2 [-10]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Claws (Sharp Claws) [5]; DR 4 (Can’t Wear Armor, -40%) [12]; Discriminatory Smell [15]; Extra Legs (3 legs) [5]; Filter Lungs [5]; Machine [25]; Microscopic Vision 1 [5]; Payload 6 (Exposed, -50%) [3]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%; Reduced Range, 1/5, -20%) [12]; Temperature Tolerance 4 [4]. Perks: Accessories (“Gardening Tool Hands,” Small Computer). [2] Disadvantages: Cybershell Body [-15]; Reprogrammable (Exposed Controls; Very Easy Activation, +100%) [-20]; Restricted Diet (Common, any one liquid fuel) [-20]. Quirks: Cannot Float; Has a Neck hit location, but no special vulnerabilities there. [-2] Features: Individuals of the same model closely resemble each other. Cost: $8,000 + computer. LC4. Dragonfish-series "Amphibious Assault Bot"
507 Points The AAB is one of the basic units in the Nariac Navy that Nariac has released the blueprints for. Why Nariac released the blueprints for one of their core units is anyone's guess; many suspect that it's Saminov's subtle way of informing the Verge and Bleed what Nariac is truly capable of, and if the AAB is a demonstration that, then the Imperium may want to wait on any invasion of the Dominion. The AAB is an assault bot that is designed to alternate between a shark when in the water and a quadruped while on the land, while coming loaded with a number of different weapons. Those who are in the know are quick to point out that the one Nariac released to the public, while it has superior neural architecture and hardware to most other combat cybershells, consumes a great deal of power and burns through power cells and fuel quickly. It's likely this wasn't an intention design flaw coded into the blueprint, although if Nariac has found a way around the problem then are objectively ahead of the rest of the Verge and Bleed in terms of cybershell development (and they claim they have, but so far provided no proof). Attribute Modifiers: ST+1 (Size, -10%) [9]; DX+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: HP+6 (Size, -10%) [11]; SM+1. Advantages: 3D Spatial Sense [10]; Acute Hearing 3 [6]; Amphibious [10]; Chameleon 2 [10]; DR 60 (Laminate, +10%; Can’t Wear Armor, -40%) [210]; Doesn’t Breathe [20]; Enhanced Move 2 (Water; Temporary Disadvantage, No Manipulators, -50%) [20]; Extra Attack 1 [25]; Extra Legs (4 legs) [5]; High Pain Threshold [10]; Infravision [10]; Machine [25]; Nictitating Membrane 5 [5]; Payload 5 [5]; Pressure Support 2 [10]; Protected Senses (Hearing and Vision) [10]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Resistant to Electrical Pulses and Surges (+8) [2]; Scanning Sense (Ladar; Increased Range x50, +50%) [30]; Scanning Sense (Sonar) [20]; Sealed [15]; Silence 2 [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Temperature Tolerance 10 [10]. Perks: Accessories (IFF transponder, Compact Microframe Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, high-energy power cells) [-20]; Short Arms [-10]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Cost: $525,000 + computer. LC 0. Ecto-Series "Cybertools"
129 points Designed by Exotech, Ecto-series cybertool is the device employed by profession and hobbyist craftspeople alike who aren't afraid to use the best tool for the job. An pod-like device, the Ecto-series tool is worn on the forearm. . It can extend a pair of multi-jointed hands that can work on anything in the vicinity of the wearer’s own hand. Along with built-in cutting blades, a miniature “penlight,” and the ability to act as a power drill/screwdriver with a variety of heads, cybertools have micromanipulation capability and carry miniature cameras so that the controlling AI can see what they’re doing. Images are frequently passed on to another wearable or VII, so that the wearer can monitor operations. Normally, the wearer tells the AI what to do verbally, but someone with a linked VII, or a wearable interface and VR gloves or suit, can receive tactile feedback and learn to operate the micromanipulators directly, in effect acquiring miniature hands. (Teleoperation software isn’t needed for this; it’s an innate feature of the device, which can be used even while the shell’s AI is running, with no teleoperation penalty.) This template represents a professional-grade cybertool, the Ecto CyberProfessional, a cybertool robust enough to function in a wide range of environments. Use of such an item counts as at least improvised equipment for most tasks using skills such as Mechanic or Repair, and often qualifies as basic equipment at least equal to a mini-toolkit. For some tasks, especially when very small-scale work is involved, it’s better than that, granting a bonus or even permitting attempts at things that would otherwise be impossible. The GM determines how useful it is for any given purpose. 1.5 lbs., 5” long Attribute Modifiers: ST-5 [-50]; HT+2 [20]. Secondary Characteristic Modifiers: HP-1 [-2]; SM-5. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Claws (Sharp Claws) [5]; Compartmentalized Mind (Controls) 1 [25]; DR 7 (Can’t Wear Armor, -40%) [21]; Doesn’t Breathe [20]; Extra-Flexible Short Arms [0]; High Manual Dexterity 4 [20]; Machine [25]; Microscopic Vision 3 [15]; Night Vision 7 [7]; Pressure Support 2 [10]; Protected Sense (Vision) [5]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Sealed [15]; Sensitive Touch [10]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Radio; XP, +80%; Reduced Range, 1/10, -30%) [15]; Temperature Tolerance 4 [4]; Vacuum Support [5]. Perks: Accessories (Built-in tool system with penlight, Micromanipulation Tools, Tiny Computer). [3] Disadvantages: Cybershell Body [-15]; No Legs (Portable) [-30]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells) [-10]. Quirks: Cannot Float. [-1] Features: Individuals of the same model closely resemble each other Cost: $1,790 + computer. LC 4. Models Ecto CyberAmateur (-60 Points): The CyberAmateur is not nearly as useful in a wide range of environments as the CyberProfessional is, but it's a great deal more affordable. Delete HT +2 [-20]; DR 7 [-21]; Pressure Support [-10], Temperature Tolerance [-4], and Vacuum Support [-5]. $1,190, LC 4. 69 points. Ecto-Series "Virtual Interface"
-42 points Designed by Exotech, the Ecto VI - virtual interface, commonly called a "Six" in many locations (the Virtual Interface Implant, or VII, is called a Seven) - can take the form of a pair of glasses with software that allows for subvocialization or a DVI (distribute virtual interface) consisting of a monocle, ear piece, and wearable computer, usually as a form of smart jewelry or some other article of clothing. In either situation, this allows an individual without a Seven to interact with the world of augmented reality, the Internet of Things, and the like. In either case, it should either be an Ally or a Dependent of the PC who has it, with the LAI or NAI templated added onto it to represent a muse. Attribute Modifiers: ST-10 [-100]; HT+2 [20]. Secondary Characteristic Modifiers: HP+1 [2]; SM -6. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Compartmentalized Mind (Dedicated Controls) 1 [10]; Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Machine [25]; Night Vision 7 [7]; Protected Sense (Vision) [5]; Pressure Support 1 [5]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 2 [2]. Perks: Accessory (Tiny or Small Computer) [1]. Disadvantages: Cybershell Body [-15]; No Legs (Portable) [-30]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other. Cost: $500 + computer. LC 4. Elaninae-series "Kite"
208 Points A product of Klugrobotik AG and one of their best known aerial shells, the Kite is a humanoid cybershell that's roughly the size of a small child and has a very thin, almost fragile-looking build. Built in to the Kite are smart wings that extend out like a patagium connecting the wrists to the ankles, and built into the smart wings are rotary blades, allowing the Kite to gain lift like a rotorcraft. These rotary blades are amazingly silent, and the Kite barely makes any noise. Once in the air, it can turn off the rotary blades and glide like a handglider, or it can pivot the rotary blades and achieve acceleration, making it handle like a VERTAL ultralight. The surface of most commercially available Kites comes with thick laminate carbon plastic armor to protect it from damage and falls, as well as a payload to carry cameras and the like. The cybershell is extremely popular with explorers and surveyors, who use it to gain a view of the landscape. It's also popular with hobbyists, who use it to gain aerial footage of amazing sites, and with neo-avian digitals. The Kite is probably the second most popular flying cybershell after the Dragonfly, and most AGIs will comment how good it is to have one of each on hand. Attribute Modifiers: ST-5 [-50]; DX+2 [40]; HT+1 [10]. Secondary Characteristic Modifiers: HP+1 [2]; SM-2. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Acute Vision 1 [2]; DR 10 (Can’t Wear Armor, -40%) [30]; Doesn’t Breathe [20]; Enhanced Move 1 (Air) [20]; Flight [40]; Infravision [10]; Machine [25]; Payload 10 [10]; Protected Sense (Vision) [5]; Radiation Tolerance 2 [5]; Reduced Consumption 2 (Recharge once a day) [4]; Resistant to Acceleration (+8) [2]; Sealed [15]; Silence 2 [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 2 [10]; Vacuum Support [5]. Perks: Accessories (IFF transponder, Tiny Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; Restricted Diet (Common, high-energy power cells) [-20]; Semi-Upright [-5]. Quirks: Thin Build [-1]. Features: Individuals of the same model closely resemble each other. Availability: $15,000 + computer. LC 4. Models Cryo Kite (+10 Points): The Cryo Kite is a kite designed to survive and operate a near full efficiency in the hostile environment of Titanian worlds (which are the only cold worlds that have atmospheres). This requires a number of specialized redesign features, making the Kite a bit bulkier, and making it so that it cannot run at a higher temperatures without seriously damaging itself. Add Temperature Tolerance (Cold) 10 [10]; it has a native temperature range of -245℉ to -300℉. 218 points. $56,200. LC 4. Pyro Kite (+41 Points): The Pyro Kite is a Kite designed to survive and operate at near full efficiency in hostile greenhouse worlds. These kites not only feature an acid-resistant exterior shell but they also feature redundant designs to protect them from the intense heat and a bulky design composed primarily of quartz. However, they are incapable of operating at lower temperatures without damaging themselves. Add Sealed (Acid Resistant, +40%) [21]; Pressure Support 2 [10]; Temperature Tolerance (Hot) 10 [10]; the native temperature range depends on what environment it was designed for; Venusian Kites have a native temperature range of between 800 and 745; Yellow Kites or Chlorine Kites have a native temperature range of between 200 and 145; and Extreme Kites or Thermal Kites, which are designed to explore (but not survive) hot Jovians and Neptunian worlds have native temperature ranges tailored to the world in question, allowing them to persist anywhere from a half hour to an hour before being destroyed. 249 points. $40,000 + computer (Venusian); $25,000 + computer (Yellow); $140,000 or more + computer (Thermal). LC 3. Spy Kite (+21 Points): The Spy Kite has a surface that features metamaterial camouflage, allowing it to turn itself invisible across several spectrums so that it becomes difficult to notice. The Spy Kite's appearance is vaguely suggestive of a human, with a surface designed to break up its radio signature. Add Chameleon Skin 3 (Extended; Radar and Infrared, +40%) [21]. 229. $35,000 + computer. LC 2. Elewa-series "Cyberdolls"
125 points Designed by the artists at Ile Iyika, the Elewa-series Cyberdolls are some of the best designed "Humaniform" robots on the market, famous throughout the Verge and Bleed. The shell is solid and sturdy, with good looks, and with good fuel economy. The base Elewa has a realistic skin covering that that captures the correct texture and and temperature of human skin, as well as the correct texture of hair; they also feature complex pseudo muscles that in the face that allow for facial expressions, muscle tics, and the like, and it looks real, although it lacks a pulse and doesn't sweat. The Elewa is designed to look like an individual from West Africa; Ile Iyika are run by a group of Igbo who want to encourage the expression of African culture in the Verge and Bleed through their designs. They will make the model in other phenotypes, but this increases the total price by anywhere from 25 to 50% depending on the phenotype and the design may not be as realistic. Ile Iyika is located on Bluefall. The base design presented in the template below is referred to as the Elewa Akobi. Attribute Modifiers: ST+2 [20]; HT+2 [20]. Secondary Characteristic Modifiers: HP+3 [6]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Damage Resistance 2 (Flexible, -20%) [8]; Doesn’t Breathe [20]; Handsome/Beautiful (Off-the-shelf looks, -50%; Humans Only, -20%) [3]; Machine [25]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; XP, +80%) [18]. Perks: Accessory (Small or Compact Microframe Computer); Sanitized Metabolism [2]. Disadvantages: Cybershell Body [-15]; Restricted Diet (Very Common, power cells) [-10]. Quirks: Has a Neck Hit Location, but no special vulnerabilities there; Resembles a human until inspected closely (Prevents fully effective long-term disguise, but can still lead to a hostile reaction from people who find that they’ve been deceived, even accidentally) [-2]. Features: Individuals of the same production run often resemble each other. Cost: $23,750 + computer. LC 3. Models Elewa Elekeji (+1 Points): The Elekeji is an improvement on the Elewa design that replaces the realistic flesh that covers the original with fully living flesh. This is aimilar to the realistic flesh, except it allows the cybershell to sweat, bruise, bleed, and even heal, although it won't allow the cybershell to eat or drink. While it passes most inspections, a deep enough cut will reveal its true nature. Delete Resembles Human until inspect closely [+1]. $35,625, LC 3. 126 points. Elewa Eranko (+7 points): The Eranko is a sidestep from the normal designs by the house and instead focuses on applying realistic fur to a body, often combing it with a muzzle and animal ears. The design was requested by a number of uplifts and neo animals, and so now it comes in a wide variety of different animal types. Delete Resembles a human until inspected closely [+1], Handsome/Beautiful [-3], and add Fur [1] and add Claws (Blunt) [3] and Teeth (Sharp) [1]. Increase the cost go $47,640, LC 3. 129 points. Elewa Iketa (+1 points): The Iketa is an improvement on the Elekeji that the company rolled out about 5 years ago. The living flesh is combined with synthetic organs that are fully functional, making it impossible to tell the cybershell from a partial cyborg unless properly examined. This allows the robot to eat, drink, sweat, have sex, and the like. Delete Quirk Resembles human until closely inspected [+1] and increase the cost to $47,500; LC 3. 126 points. Endo-series "Virtual Implant Interface"
-99 points Designed by Exotech, this is a tiny cybershell that is put inside of someone's head and can gain access to their senses, monito their basic metabolic functions and mental state, and can "read" the thoughts of the individual they're implanted into. The VII allows any AI that is sleeved inside of it to see and hear the outside world through the host's senses. As with the Ecto, this should be taken as an Ally or Dependent, with one of the NAI or LAI templates attached to represent a muse. Attribute Modifiers: ST-10 [-100]; HT+4 [40]. Secondary Characteristic Modifiers: HP+1 [2]; SM -9 (standard VII)/-7 (Distributed VII). Advantages: Absolute Direction (Requires Signal, -20%) [4]; Compartmentalized Mind (Dedicated Controls) 1 [10]; Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Machine [25]; Mind Reading (Limited reading ability, -10%; “Wearer” only, -70%) [6]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Radio; Video, +40%; Reduced Range, 1/10, -30%;) [11]. Perks: Can monitor “wearer’s” basic metabolic/medical state; Can feed speech and sensory inputs direct into wearer’s nervous system [2]. Disadvantages: Cybershell Body [-15]; Increased Consumption 4 (1/2 hour endurance if detached from power source) [-40]; No Legs (Portable) [-30]; No Manipulators [-50]; Restricted Diet (Very Common, battery/human bioelectricity) [-10]. Features: Uses the wearer’s senses Cost: $2,000 + computer. LC 4. Exoframe series "3MFrame"
-136/-128/-104 points The Exoframe 3MFrame (pronounced ehm-frame) series is a cybershell that's a static computer; a microframe (-136), mainframe (-128), and macroframe (-104). They have external sensors and an communication system, along with the ability to hear and see what's going on around them, so they can comment on ongoing projects. However, they can't directly manipulate objects, nor can they move under their own power, and they are attached to a fixed power source. Their smart surfaces allow them to detect ambient pressure and heat, so the controlling software can monitor events in the area and complain about cups of coffee left on their surface. The designers are Exotech Cybertronics. Attribute Modifiers: ST-10 [-100]; HT+2 [20]. Secondary Characteristic Modifiers: HP+8/+12/+30 (Macroframe has Size, -20%) [16/24/48]; SM -3/0/+2. Advantages: Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Machine [25]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; XP, +80%) [18]. Perks: Accessory (Computer) [1]. Disadvantages: Cybershell Body [-15]; Increased Consumption4 (1/2 hour endurance if detached from power) [-40]; No Legs (Sessile) [-50]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, electrical power supply) [-10]. Features: Individuals of the same model closely resemble each other. Cost: per computer. LC 4/4/3. Models Exotech 3MFrame Wander Box: The Exotech Wander Box was a development sparked after a social media campaign in several systems where lab assistants shared instructions and pictures of their modified frames, which allowed the AIs to wander free. Sensing a potential market, Exotech produced the Wander Box, which has a built in power source and, according to the marketing, is "designed for those cultivating free-range supercomputers." Change Increased Consumption to level 3 (1 hour endurance) [-30], add Lifting ST +2/+6/+13 (Size, -20%, for Macroframe only) [6/18/31], and Replace No Legs (Sessile) with No Legs (Tracked or Wheeled) [-20]. Add +46/+58/+71 points, $10/$40/$100 to cost, and 20% to weight. Exotech "Gargoyle Collection Unit"
91 points Lithe and agile, the Gargoyle data collection units are a cybershell designs made by Exotech. They are vaguely humanoid in design, with a normal human body posture and with normal hands and limbs, but the head is replaced with with a number of sensory suites, that give it a positively inhuman looking appearance. A popular shell for AGI reporters and paparazzi stalkers looking to catch up on the latest doings of the glitterati, the design of the Gargoyle is best associated with the (in)famous Marwari-Experia TEN Director, Arsène Micheaux, the founder of Gargoyle Films, who filmed many of his vids while in the shell. While ME-TEN owns the actual rights to the shell, they lease the rights to Exotech so Exotech and produce the model. Attribute Modifiers: ST-4 [-40]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Move+1 [5]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; DR 3 (Can’t Wear Armor, -40%) [9]; Extra Legs (3 legs) [5]; Filter Lungs [5]; Flexibility [5]; Infravision [10]; Machine [25]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Telescopic Vision 5 [25]; Temperature Tolerance 4 [4]. Perks: Accessory (Small Computer). [1] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Cybershell) [-10]. Quirks: Has a Neck hit location, but no special vulnerabilities there. [-1] Features: Individuals of the same model closely resemble each other. Cost: $25,100 + computer. LC 3. Galatea-series "Regalia"
94 Points The Galatea is a cybershell designed by the ghost habitat of Regalia. The goal with the Galatea series was to design a high-end cybershell to show how attractive and versatile the type can be. They are highly elegant humanoid cybershell, covered with a synthetic skin that looks real to the touch and feels real. Their synthetic skin features implanted chromatophores, which can alter their coloration and produce striking patterns on their surface. The neural shell programming on these cybershell is often top-notch, with the design marking top-of-the-line cyberbrain design and overall structure. Attribute Modifiers: ST+2 [20]; HT+2 [20]. Secondary Characteristic Modifiers: HP+3 [6]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Appearance (Handsome/Beautiful; Humanoids Only, -20%; Impressive +0%; Off-the-Shelf Looks, -50%) [3]; Chameleon Skin 2 [10]; Damage Resistance 2 (Flexible, -20%) [8]; Doesn’t Breathe [20]; Machine [25]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; XP, +80%) [18]. Perks: Accessory (Small or Compact Microframe Computer); Sanitized Metabolism [2]. Disadvantages: Cybershell Body [-15]; Restricted Diet (Very Common, power cells) [-10]; Social Stigma (Cybershell) ]-10]. Quirks: Has a Neck Hit Location [-1]. Features: Individuals of the same production run often resemble each other. Availability: $100,000 + computer. LC 4. Gazweiler-series "Centibot"
108 Points The Centibot is a large worm or centipede-like cybershell that borrows through asteroids, collecting raw material and storing it inside of a "stomach sac," where an advanced array of ore sorters analyze the debris; anything that isn't useful is "expelled" by the cybershell out the back end. This type of cybershell is popular among zero-G miners all over the Verge and Bleed (where different variants look like millipedes, worms, or snakes), but it's best known for the variant in Nariac (and to a small extent outside as well), where it's associated with the Olgoi-Khorkhoi culture of Prax. Named after the Mongolian Deathworm, the AGIs of the Olgoi-Khorkhoi culture use these cybershells as their primary body and have developed a culture based on the coloration of their worm/centipede like bodies. Attribute Modifiers: ST+4 (No Fine Manipulators, -40%; Size, -20%) [16]; HT+2 [20]. Secondary Characteristic Modifiers: HP+8 (Size, -20%) [13]; SM+2. Advantages: Absolute Direction [5]; DR 10 (Can’t Wear Armor, -40%) [30]; Detect (Magnetic Fields) [10]; Discriminatory Taste (Only for Minerals, -50%) [5]; Doesn’t Breathe [20]; Double-Jointed [15]; Enhanced Move 1/2 (Ground) [10]; Extra Legs (14 legs) [15]; Lifting ST +6 (Size, -20%) [15]; Machine [25]; Payload 25 [25]; Payload 150 (Exposed, -50%; Loose matter only, stored in “stomach sac,” -20%) [45]; Pressure Support 1 [5]; Radiation Tolerance 5 [10]; Reduced Consumption 4 (Refuel once a month) [8]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Increased Range x10, +30%; Video, +40%) [17]; Temperature Tolerance 10 [10]; Tunneling (Move 1) [35]; Vacuum Support [5]. Perks: Accessories (Internal Ore Separation System, Small Computer). [2] Disadvantages: Cybershell Body [-15]; Horizontal [-10]; Invertebrate [-20]; Maintenance (Electronics Repair and Mechanic skills, 4 people, Monthly) [-6]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Restricted Diet (Occasional, radioisotopes) [-30]. Features: Individuals of the same model closely resemble each other. Cost: $180,000 + computer. LC 3. Gearhead-series "Mobile Helmet"
189 Points Designs like the Mobile Helmet can be found in most places, but the Gearhead series is one of the best known and is produced out of the Monarchy. The need that the mobile helmet fills is a niche one; most spacers wear light fatigues as vacsuits, but the helmet is awkward to carry around and risks being tripped over if left lying around, while putting it in a locker means not having it on hand if necessary. This cybershell is designed as a work around, since it is a rigged nanocomposite vac-suit helmet that can clamp on any standard spacesuit seal or neck. It also features four legs, two of which can be used as manipulators (although it forces the mobile helmet into an awkward, semi-upright posture); with the proper NAI installed, the suit helmet is capable of handling domestic tasks until it's time to suit up, or it can locate its owner if the helmet is ever separated from its own. Note that the dedicated controls reflects that the user can access the helmet's sensors, radio, and vision protection. Attribute Modifiers: ST-6 [-60]; HT+2 [20]. Secondary Characteristic Modifiers: HP+2 [4]; SM -2. Advantages: Ambidexterity [5]; Compartmentalized Mind (Dedicated Controls) 1 [10]; Damage Resistance 25 (Can’t Wear Armor, -40%) [75]; Doesn’t Breathe [20]; Flight (Newtonian Space Flight, +25%; Space Flight Only, -75%) [20]; Hyperspectral Vision [25]; Pressure Support 2 [10]; Protected Sense (Vision) [5]; Machine [25]; Radiation Tolerance 5 [10]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]; Vacuum Support [5]. Perks: Accessory (Small Computer); Can latch onto standard spacesuits and provide wearer’s head with own full DR and vacuum protection [2]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Very Common, power cells) [-10]; Semi-Upright [-5]; Short Arms [-10]. Features: Individuals of the same model closely resemble each other. Availability: $5,000 + Computer. LC 3. Golfino-series "Cyberdolphin"
147 points The Golfino-series is a series of cyberdolphin models produced out of the Regency the start-up company Ocean's Lullaby, located primarily Bluefall. Intended for human pilots to puppet so they could provide assistance to the uplifted dolphins that operated in the ocean during the terraforming project, the Golfino-series has become a popular for teletourists to experience the Alvaro crystal caves without having to risk their own lives due to the pressure, and to explore the extensive underwater cave network that underlies Bluefall's surface. It's also a popular cybershell for dolphin mind emulations, since it comes built in with the software necessary to run a cetacean brain on the computer system as well as a human one. Attribute Modifiers: ST+3 [30]; HT+2 [20]. Advantages: 3D Spatial Sense [10]; Arm DX +2 (Both Arms) [32]; DR 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Enhanced Move 1.5 (Water; Temporary Disadvantage, No Manipulators, -50%) [15]; Machine [25]; Payload 1 [1]; Pressure Support 1 [5]; Scanning Sense (Sonar; Targeting, +20%) [24]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 7 [7]; Ultrasonic Speech [10]. Perks: Accessory (Small or microframe computer). [1] Disadvantages: Bad Sight (Nearsighted) [-25]; Cybershell Body [-15]; Disturbing Voice [-10]; Increased Consumption 1 (Requires refueling, 4 hour endurance) [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Aquatic) [0]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Cybershell) [-10]; Weak Arms (Half Body ST) [-5]. Features: Individuals of the same model closely resemble each other. Cost: $21,470 + computer. LC 3. Models Golfino Imitar (-1 Points): The Imitar is designed to look and function like a real dolphin. It has a coating of realistic skin similar to the skin employed by Iyika for their Elewa-series, which feels warm and real to the touch. It does a good job fooling most humans and many ocean uplifts and neogens, but not uplifted dolphins, who can see the machinery using their sonar. Remove the feature Individuals of the same model closely resemble each other [-0] and add the quirk Resembles a dolphin until inspected closely (Prevents fully effective long-term disguise, but can still lead to a hostile reaction from people who find that they’ve been deceived, even accidentally) [-1]. $23,617, LC 3. 136 points. Golfino Mini (-59 Points): The Mini is a smaller form of the standard Golfino that is designed as a toy for children, or as a pet that can be used by aquatic clades to house their AI assistants in, similar to the cyberdog. It's roughly the size of a full-grown house cat. Delete ST+3 [-30] and DR 5 [-15] and add ST -2 [-20], SM -3 [0], and DR 2 (Can't Wear Armor, -40%) [6]. $5,367, LC 4. 78 points. Greenhouse-series "Q-Morph"
206 Points The Greenhouse-series Q-morph (or Quartz morph) is a decidedly ugly and utilitarian cybershell that is designed for activities on the surface of dry greenhouse worlds like Venus that has a squat, four-legged posture with two forward facing manipulators. The temperatures and acidic environments of these worlds poses an extreme challenge for cybershell designers. To overcome the effects of the extreme pressures and temperatures, engineers opted to make the cybershells out of quarts and other acid-resistant materials, and engineer the cybershells so that they were natively adapted to the high temperatures as opposed to attempting to engineer a cybershell that could function outside and inside of such environments. As a result, they handle the extreme conditions of such worlds very well, but do not function well when removed from those environments. The shell is commonly used for mining, as well as exploration and tourism. Since it's rare for an individual to actually wear one of these, they are usually teleoperated, and are teleoperated using the Driving (Mecha) skill. Attribute Modifiers: ST+1 [10]; HT+2 [20]. Secondary Characteristic Modifiers: HP+1 [2]. Advantages: DR 20 (Can’t Wear Armor, -40%) [60]; Doesn’t Breathe [20]; Extra Legs (4 legs)[5]; Machine [25]; Pressure Support 2 [10]; Sealed (Acid-Resistant, +40%) [21]; Telecommunication (Cable Jack; Sensie, +80%) [9]; Telecommunication (Radio; XP, +80%) [18]; Temperature Tolerance (Hot) 30 [30]. Perks: Accessory (Compact Mainframe Computer). [1] Disadvantages: Cybershell Body [-15]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other; Temperature range of 800℉ to 745℉. Availability: $65,000 + computer. LC 3. Models Cl-Morph (+10 Points) The Cl-morph, more commonly called the Chlorine-morph, is a cybershell that is engineered to survive and operate on chlorine and vitriolic worlds. It features a number of the same adaptations that the standard Q-morph does, but it also features extensive radiation shielding, and a lower temperature range since chlorine and vitriolic worlds tend to be "cooler" on average. Add Radiation Tolerance 2 [10]; has a native Temperature Range 200℉ to 145℉. 216 points. $35,000 + computer. LC 3. Gyges-series "Multiarm Shell"
190 Points The Gyges-series specialized shell is an interesting cybershell; it's covered in real flesh and looks like a human superficially, until one notices the two other sets of arm; two that seem to occupy the same shoulder joint and a third set that emerge from the upper back. All of these are forward facing and can be used as normal limbs, providing the individual that occupies the shell has the coordination to achieve that feat. Similarly, they can track two tasks a the same time and their neural architecture allows for boosted reactions, giving them the ability to react quickly and capitalize on all their limbs in combat, making them good security shells. Attribute Modifiers: ST+2 [20]; HT+2 [20]. Secondary Characteristic Modifiers: HP+3 [6]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Damage Resistance 2 (Flexible, -20%) [8]; Doesn’t Breathe [20]; Enhanced Tracking 2 [10]; Extra Arms 4 [40]; Extra Attack 1 [25]; Handsome/Beautiful (Off-the-shelf looks, -50%; Humans Only, -20%) [3]; Machine [25]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; XP, +80%) [18]. Perks: Accessory (Small or Compact Microframe Computer); Sanitized Metabolism [2]. Disadvantages: Cybershell Body [-15]; Restricted Diet (Very Common, power cells) [-10]. Quirks: Has a Neck Hit Location, but no special vulnerabilities there [-1]. Cost: $100,750 + computer. LC 2. Hetzel "Kurvenreich"
163 points The Hetzel "Kurvenreich" is a special design out of the robotic powerhouse Klugrobotik Aktienegesellschaft, designed by Yosef-Pierre Hetzel. Resembling a large flexible snake that is tipped with a manipulator, it is incredibly flexible. In order to use the manipulator, the Kurvenriech has to anchor itself to a place on the side of a ship, allowing it to bend in any direction so it can carry out its job. When it's not anchored in place, the Kurvenreich slithers along the the floor or any other surface, making use of the various smart sucker pads that cover its body to keep from drifting off into any microgravity environment. Attribute Modifiers: ST-1 [-10]; DX+2 [40]; HT+1 [10]. Secondary Characteristic Modifiers: Per+1 [5]. Advantages: Absolute Direction [5]; DR 10 (Can’t Wear Armor, -40%) [30]; Clinging (requires zero-G, -50%) [10]; Doesn’t Breathe [20]; Double-Jointed [15]; Infravision [10]; Long Arm (+2 SM: Temporary Disadvantage, No Legs (Sessile), -50%) [10]; Machine [25]; Pressure Support 1 [5]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Vacuum Support [5]. Perks: Accessory (Small Computer). [1] Disadvantages: Cybershell Body [-15]; Invertebrate [-20]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; One Arm [-20]; No Legs (Slithers) [0]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other. Cost: $21,630 + computer. LC 3. Hetzel "Volkspinne"
70 points The Hetzel "Volkspinne" or the "People's Spider" is one of the better known cybershells that Hetzel produced for Klugrobotik Aktienegellschaft. They are cheap and reliable and designed for a wide range of activities, from acting as personal gofers to repairing and fixing buildings. The basic Hetzel Volkspinne is a six-legged, two-armed with small suction cups that let them crawl up and down surfaces and stick to ceilings. There are any number of variations on the theme, with KRA working to shut down illegal trade of their products. Often, they come in a kit and children can knock together one in a few hours. Attribute Modifiers: ST-2 [-20]; HT+1 [10]. Secondary Characteristic Modifiers: HP-2 [-4]; SM -3. Advantages: Clinging [20]; Damage Resistance 3 (Can’t Wear Armor, -40%) [9]; Doesn’t Breathe [20]; Extra Legs (6 legs) [10]; Infravision [10]; Machine [25]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 2 [2]. Perks: Accessory (Small Computer) [1]. Disadvantages: Colorblindness [-10]; Cybershell Body [-15]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells) [-10]; Short Arms (see note) [-10]. Features: Individuals of the same model closely resemble each other. Cost: $1,700 + computer. LC 4. Hippocrates-series "Cyber Doctor"
232 Points One of the few places where cybershells find routine employment in the Monarchy is in the field of medicine; this allows doctors and surgeons to teleoperate from a distance, which can be useful given how spread out Monarchy society tends to be in some places. These devices are generally designed to look a bit like a starfish, featuring limbs that have sensors on their ends and three of the "legs" also have claws that are used for the surgery proper. The cyber-doctor is capable of manufacturing its own drugs, and in extreme cases, can even envelope a patient and filter their blood for them. Attribute Modifiers: ST+1 [10]; HT+2 [20]. Secondary Characteristic Modifiers: HP+3 [6]. Advantages: Ambidexterity [5]; Claws (Sharp Claws) [5]; Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Discriminatory Taste [10]; Doesn’t Breathe [20]; High Manual Dexterity 6 [30]; Extra Arms 3 (Foot Manipulators, -30%) [21]; Machine [25]; Microscopic Vision 3 [15]; Pressure Support 1 [5]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Sensitive Touch [10]; Telecommunication (Cable Jack) [5]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 3 [3]; Vacuum Support [5]. Perks: Accessory (Drug synthesis and dispensing systems); Accessory (Integral respiratory support – can keep a single patient breathing while remaining stationary); Accessory (Microframe Computer); Accessory (Micromanipulation Tools); Accessory (Ultrasound scanner); Sanitized Metabolism [6]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other Availability: $160,000 + computer. LC 3. Hoplite-series "Phalanx Model-X"
171 Points The Phalanx is a humanoid combat shell that features tough armor, filter lungs, and a modular loadout scheme that usually includes some built in heavy weapons; often, the Phalanx sees uses during specialized combat operations and during urban warfare. As a combat cybershell it's generally illegal in most places of the Verge and Bleed, but it's still popular with some companies all the same (even though AOU were the first ones to pioneer it). Unusual among combat cybershells, the Phalanx comes with T-ray vision. This allows it to functionally detect weapons and implants, which can be useful during peacekeeping operations as well, which is another area where the Phalanx is often deployed. While the designs are fairly modular, the model of Phalanx is usually determined by its loadout and the location of the hardpoints. They all have 24 pounds of carrying capacity divided between their hardpoints (which can be the wrists, the forearms, the shoulders, the legs, or in some specialized cases, their backs). Attribute Modifiers: ST+1 [10]; DX +1 [20]; HT+1 [10]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; DR 15 [75]; Filter Lungs [5]; High Pain Threshold [10]; Machine [25]; Night Vision 5 [5]; Payload 10 [10]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Scanning Sense (T-Ray Vision) [25]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Perks: Accessories (IFF transponder, Small Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, fuel cell) [-20]; Social Stigma (Monster) [-15]. Quirks: Has a Neck hit location, but no special vulnerabilities there. [-1] Features: Individuals of the same model closely resemble each other. Availability: $10,000 + computer; LC 0. Ixion-series "Synthtaur"
138 Points The Synthtaur cybershell is an interesting if unique and niche cybershell. The basic design of the shell is that of a centaur; the lower body is a horse and the upper body is a human, often stylized, although abstract designs are common. The primary purpose for the design is exploration; it's used where wheeled vehicles sometimes have a hard time getting too, and it's large enough that it can be ridden as an actual horse. It has impressive landspeeds when it gets moving, and it is adapted to sand, snow, and loose gravel, allowing it to trek across a wide range of landscapes. Attribute Modifiers: ST+2 (Size, -10%) [18]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1. Advantages: Claws (Hooves) [3]; DR 5 (Can’t Wear Armor on lower body, -20%; Flexible, -20%)[15]; Enhanced Move 2 (Ground) [40]; Extra Legs (4 legs) [5]; Lifting ST +4 (Not in Arms, -20%; Size, -10%) [9]; Machine [25]; Striking ST +4 (Legs Only, -40%; Size, -10%) [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 3 [3]; Terrain Adaptation (Loose Gravel) [5]; Terrain Adaptation (Sand) [5]; Terrain Adaptation (Snow) [5]. Perks: Accessory (Compact Mainframe Computer); Sanitized Metabolism. [2] Disadvantages: Cybershell Body [-15]; Restricted Diet (Occasional, specialized fuel cell) [-30] Cost: $100,000 + computer. LC 4. Models High-Pressure/High Heat Variant (+30 points): The high pressure/high heat variant of the synthtaur is sculpted using quartz as its core material and extremely durable alloys, and while they're capable of surviving temperatures and pressures similar to those on the surface of Venus, they cannot survive outside of those temperatures and pressures. Add Pressure Tolerance 2 [10], Temperature Tolerance 20 [20], and it has a native temperature range of 900-935°F [0]. 138 points. $500,000. Jenseits-series "Synthuman"
197 points The Jenseits Series "synthetic human" is a model made by Klugrobotik Aktienegesellschaft, usually used for teletourism to hostile locations or different locations. The size of the model makes it unwieldy aboard most normal space ships, so they tend to be largely planet-bound. The design, while humanoid, is highly stylized, so it doesn't provoke the uncanny valley response. The basic model, the Jenseits Alpha, proved popular enough for a wide variety of tasks that it was spun off into a series of different models. They remain one of KRA's most popular lines. Attribute Modifiers: ST+1 (Size, -10%) [9]; HT+2 [20]. Secondary Characteristic Modifiers: HP+4 [8]; SM+1. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Chameleon 1 [5]; DR 3 [15]; High Manual Dexterity 4 [20]; Hyperspectral Vision [25]; Machine [25]; Microscopic Vision 3 [15]; Sealed [15]; Sensitive Touch [10]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Laser Communication; Video, +40%) [21]; Telecommunication (Radio; XP, +80%) [18]; Temperature Tolerance 6 [6]; Vacuum Support [5]. Perks: Accessories (Microframe Computer, Micromanipulation Tools); Physically attractive in a stylized, abstract way (+1 reactions from people with a taste for stylish design who haven’t seen the model much before). [3] Disadvantages: Cybershell Body [-15]; Restricted Diet (Very Common, power cells) [-10]; Social Stigma (Cybershell) [-10]. Features: Individuals of the same model closely resemble each other. Quirks: Thin Frame [-1]. Cost: $22,070 + computer. LC 3. Models Jenseits Beta (-9 points): The Beta is a version of the Alpha that isn't as large; rather, it's roughly the normal size of a human adult and thus, are easier to produce and make. It still retains all of the features, cosmetic or otherwise, of the original Alpha. Delete ST +1 [-9] and SM+1 [0]. $21,980, LC 3. 188 points. Jeneits Éclaireur (-14 Points): The éclaireur is a variant of the Jenseits Beta that is designed to compete with the Ouren series and as such is a human sized model that is designed to be slightly cheaper than the standard model, and lacks the micromanipulation tool kit and the case is a little less durable, while retaining the stylish physique that Jenseits is known for. Delete ST +1 [-9], Accessories (Micromanipulation Tools) [-1], and reduce HP to HP +2 [-4]. $21,930, LC 3. 93 points. Jenseits Esploratore (+111 Points): The esploratore is a variant of the Jenseits Alpha that is better equipped to explore more dangerous environments, designed specifically with corrosive atmospheres like those of Venus in mind. Add Pressure Support 2 [10]; Sealed (Acid-Resistant, +40%) [21]; Temperature Tolerance 80 [80]. $120,000. 308 points. Kaeru-series "Scoutbot"
161 points The battlefield is a dangerous place, even for cybershells. The Kaeru-series are small, scout robots that travel into the field and use their sensors to try and scan the battlefield ahead of time, so there are no surprises. On its own, the Kaeru-series is roughly the size of a small dog with four splayed legs and a hemispherical dome that has visual sensors covering the whole dome. On the top is a miniature weapons mount, usually holding some type of mini-missile or gyroc. However, the purpose of the Kaeru isn't fighting; it's scouting and reporting back. Typically, they ride into combat on the back of a larger shell; Reapers are known to carry a few of them into combat and then turn them loose so they can provide direct feedback to the Reaper on the surroundings. Some find the missile pod or gyroc to be unnecessary - a scout that fires gives away its position and is shortly destroyed, negating its whole purpose. As a result, it isn't unusual to see one that's completely unarmed. Attribute Modifiers: ST-5 [-50]; DX+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: HP-1 [-2]; Per+3 [15]; Basic Speed +0.25 [5]; SM-4. Advantages: 360° Vision [25]; Absolute Direction [5]; Catfall [10]; Chameleon 2 (Extended, Infrared, +20%) [12]; DR 3 (Can’t Wear Armor, -40%) [9]; Doesn’t Breathe [20]; Extra Legs (4 legs) [5]; High Pain Threshold [10]; Hyperspectral Vision [25]; Injury Tolerance (No Head) [7]; Machine [25]; Nictitating Membrane 1 [1]; Payload 2 [2]; Perfect Balance [15]; Pressure Support 1 [5]; Protected Sense (Vision) [5]; Radiation Tolerance 5 [10]; Reduced Consumption 1 (Recharge twice a day) [2]; Resistant to Electrical Pulses and Surges (+3) [1]; Sealed [15]; Silence 2 [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 2 [10]; Temperature Tolerance 7 [7]. Perks: Accessories (IFF transponder, Tiny Computer). [2] Disadvantages: “Arm” is actually a Weapon Mount [-8]; Cybershell Body [-15]; Horizontal [-10]; Maintenance (Electronics Repair and Mechanic skills, 1 person, Monthly) [-2]; One Arm [-20]; Restricted Diet (Common, high-energy power cells) [-20]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Availability: $3,000 + computer. LC 0. Lamnid-series "Cybershark"
282 Points The Lamnid-series is a large cybershell modeled after a 300kg Great White Shark, but with some additional features added. The shell is a biomorphic shell, like other similar shells. It has a large mouth with sharp teeth, impressive strength, and an impressive array of hardware redundancies that make it almost as difficult to put down the famous Great White from the Pre-Interplanetary period movie. Most impressive, however, are the sensory features; the Cybershark replicates the biological shark's sense of smell almost perfectly, in addition to mimicking it's ability to detect electric fields. The Cybershark is often employed during terraforming operations, especially during the creature settling operations, when such keeping track of whole schools of fish and similar neogenic organisms is necessary. Some explorers also favor the cybershark when exploring underwater planets, as well. Attribute Modifiers: ST+10 (No Fine Manipulators, -40%; SM, -10%) [50]; DX +2 (No Fine Manipulators, -40%) [24]; HT+2 [20]. Secondary Characteristic Modifiers: Per +2 [10]; SM+1 Advantages: Acute Smell 3 [6]; Combat Reflexes [15]; Discriminatory Smell [15]; DR 5 [25]; Doesn't Breathe (Gills) [0]; Detect (Electric Fields) [10]; Enhanced Move 0.5 (Water) [10]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Machine [25]; Night Vision 6 [6]; Peripheral Vision [15]; Pressure Support 2 [10]; Sealed [15]; Striker (Cutting; Cannot Parry, -40%) [4]; Scanning Sense (Sonar; Targeting, +20%) [24]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 7 [7]; Vacuum Support [5]; Vibration Sense (Water) [10]. Perks: Accessory (Small or Microframe computer). [1] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Manipulators [-50]; No Legs (Aquatic) [0]; Restricted Diet (Hydrogen Fuel Cells, Very Common) [-10]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble one another. Availability: $12,000 + computer. LC 3. Models Space Shark (+9 Points): It was really only a matter of time before someone realized that, as a cybershell, the cybershark could survive no problem outside of water. It was also only a matter of time before someone equipped it with jet thrusters, too. Space sharks are definitely a niche product; capable of light thrusting in a vacuum (not enough to aid in combat, but still enough to gradually move themselves) but with much more efficient atmospheric thrusters, these cybershells can be found aboard microgravity and freefall habitats, where the environment will allow them to move around. Add Flight (Cannot Hover, -15%; Low Ceiling, -25%; Requires Zero-G, -50%; Small Wings, -10%) [8] and Zero-G Vacuum Thrusters [1]. 291 points. $19,000. LC 3. |
MCS-series "36 LCS"
86 Points The MCS-series 36 Light Combat Shells, or LCS, is a relatively cheap and easy design to produce and manufacture and frequently appears as one of the mainstays within third wave governments and territories, as well as some bioconservative territories. It appears as a dark gray metal/carbon nanofiber humanoid, and can quickly and easily blend in with local populations if need be. The design for the LCS is old, and there are thousands of local variants of it each fitted out for their own environmental needs. It features few extraneous modifications, to help keep the overall price low. Attribute Modifiers: ST+1 [10]; HT+1 [10]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; DR 10 [50]; Filter Lungs [5]; High Pain Threshold [10]; Machine [25]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Perks: Accessories (IFF transponder, Small Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Monster) [-15]. Quirks: Has a Neck hit location, but no special vulnerabilities there. [-1] Features: Individuals of the same model closely resemble each other. Cost: $10,000 + computer. LC 0. Models MCS 36h (+16 points): This is an MCS with a realistic skin covering, similar to what is found on some more advanced Elewa-series commercial models. Add Add Appearance (Attractive; Off-the-Shelf Looks, -50%) [2], and a quirk, “Resembles a human until inspected closely” ) [-1], and delete the Social Stigma [+15]. $35,000 + computer. 102 points. MCS 36k (+103 Points): The MCS 36k features the same combat frame as a traditional MCS 36, but they integrate more modern armor and sensors, and often receive more tactically-minded infomorphs. Change Damage Resistance to 15 [75] and add DX+1 [20], Breath Holding 3 [6], Claws (Sharp Claws) [5]; Nictitating Membrane 1 [1]; Night Vision 5 [5], Peripheral Vision [15], Pressure Support 1 [5], Protected Sense (Vision) [5]; Resistant to Electrical Pulses and Surges (+3) [1]; and Sealed [15]. $38,000 + computer. 189 points. MCS-series "52 LCS"
211 Points The MCS-series 52 Light Combat Shell is a dated model still in use in some third wave economies and nations that features two integrated weapons. The downside of the 52 LCS is that it is too lightly armored to appear on the modern battle field and too large to integrate into the civilian population, which results in it being used mostly by some third wave governments to terrorize their own population and frequently sees use as a tool used to put down protests and insurrection. The 52 LCS is very common in Nariac, where it is used in several habitats against those who would protest against the administration, although it shows up all over the Verge and Bleed. The conventional loadout is a 5.7mmCL Gatling carbine, although fourth wave powers sometimes use a 18.5mm Gauss CAW. Attribute Modifiers: ST+4 (Size, -10%) [36]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1. Advantages: Absolute Direction (Requires Signal, -20%) [4]; DR 25 [125]; Filter Lungs [5]; High Pain Threshold [10]; Machine [25]; Payload 4 [4]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Perks: Accessories (IFF transponder, Small Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Monster) [-15]. Quirks: Has a Neck hit location, but no special vulnerabilities there. [-1] Features: Individuals of the same model closely resemble each other. Cost: $150,000 + computer. LC 0. Mulbaem "Snakebot"
252 points The Mulbaem snakebot are similar to the Naga-series below, but they're produced by the Regency-owned tech start-up Ocean's Lullaby. Since they come from Bluefall, Ocean's Lullaby has primarily intended for these snakebots to operate in the ocean (their name means "water snake" in Korean), with a very fast water speed that can match some dolphins swimming at full-tilt. Aside from that, the model is very similar to the Naga-series (below), including the ability to act as a single limb if it latches onto the rock or some other surface. Attribute Modifiers: DX+3 [60]; HT+2 [20]. Secondary Characteristic Modifiers: Per+1 [5]. Advantages: Absolute Direction [5]; Damage Resistance 12 (Can’t Wear Armor, -40%) [36]; Doesn’t Breathe [20]; Double-Jointed [15]; Enhanced Move (Ground) 1.5 (Takes one second to become hoop or turn back, -5%; Temporary Disadvantage, One Arm becomes No Manipulators, -30%) [20]; Enhanced Move (Water) 1 [20]; Machine [25]; Pressure Support 2 [10]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]; Tunneling (Move 1; Loose soil only, -50%) [18]; Ultravision [10]. Perks: Accessory (Small Computer) [1]. Disadvantages: Cybershell Body [-15]; Invertebrate [-20]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Slithers/Rolls) [0]; One Arm [-20]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other. Cost: $22,520 + computer. LC 3. Naga-series "Slitheroid"
243 points The product of Pariskara Technologies, the slitheroid is a multi-segmented serpentine cybershell that is used for navigating complex terrain, crawling up and down fissures, burrowing through loose soil, and crawling through ducts and sewers. It's also capable of transforming its entire body into an arm by clamping one end to a heavier object. The head of the slitheroid incorporates two tentacles manipulators and a multifunction sensor and communication suite. The design has proven to be popular with many colonies, why rely on the Naga-series to get into and out of various places where people can't go, because it's too narrow. They are similar in design to the "Kurvenreich," and often act as competition. Attribute Modifiers: DX+3 [60]; HT+2 [20]. Secondary Characteristic Modifiers: Per+1 [5]. Advantages: Absolute Direction [5]; Damage Resistance 12 (Can’t Wear Armor, -40%) [36]; Doesn’t Breathe [20]; Double-Jointed [15]; Enhanced Move (Ground) 1.5 (Takes one second to become hoop or turn back, -5%; Temporary Disadvantage, One Arm becomes No Manipulators, -30%) [20]; Infravision [10]; Machine [25]; Pressure Support 2 [10]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]; Tunneling (Move 1; Loose soil only, -50%) [18]; Vacuum Support [5]. Perks: Accessory (Small Computer) [1]. Disadvantages: Cybershell Body [-15]; Invertebrate [-20]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Slithers/Rolls) [0]; One Arm [-20]; Restricted Diet (Very Common, power cells) [-10]. Features: Individuals of the same model closely resemble each other. Cost: $22,430 + computer. LC 3. Models Slitheroid Medusa (+30 points): The Medusa variant is a big departure from the standard Naga and instead adds a whole humanoid torso while strengthening the interior so it can support the torso. It has two arms with human manipulators, and a human like-head, but the rest remains atop a snake-like lower torso. Delete Invertebrate [+20] and One Arm [+20] and add Social Stigma (Cybershell) [-10]. Increase the cost to $22,830. 253 points. Navio "Boatbot"
243 points The design that put Ocean's Lullaby on the map, the Navio Boatbots are a series of 9 foot long, streamlined cybershells with a small turret at the top that holds a small radar system and a wide-angle camera array with modest magnification capabilities; a shrouded propeller at the back, and a pair of multi-jointed work arms that fold into slots when moving, and a small cargo hold. They are a multi-use model; they can be used to ship small amounts of cargo at decent speeds because of their hydrofoil capabilities, or they can be used to monitor harbors and ports to ensure safety. The passive sonar microphones are mounted on the hydrofoils. The power for the model comes from a ceramic engine that can burn a wide range of fuels, from gasoline to diesel to alcohol and other hydrocarbons. In the early days, they were frequently used for inshore search and rescue missions after hurricanes and violent storms, but they are also widely employed by the Regency Coast Guard for maintenance, and they aren't alone. The model can even be seen in the Monarchy, where it's piloted by humans. Attribute Modifiers: HT+2 [20]. Secondary Characteristic Modifiers: HP+4 (Size, -10%) [8]; SM+1. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Breath-Holding 3 [6]; DR 6 (Can’t Wear Armor, -40%) [18]; Discriminatory Hearing (Only Underwater, -30%) [11]; Enhanced Move 1 (Water) [20]; Enhanced Move +1 (Water; Temporary Disadvantage, No Manipulators, -50%) [10]; Extra-Flexible Arms [10]; Filter Lungs [5]; Lifting ST +5 (Size, -10%) [14]; Machine [25]; Nictitating Membrane 1 [1]; Payload 6 [6]; Peripheral Vision [15]; Pressure Support 1 [5]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Scanning Sense (Radar; Extended Arc, 360°, +125%; Reduced Range, 1/5, -20%) [41]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Telescopic Vision 2 [10]; Temperature Tolerance 5 [5]. Perks: Accessory (Small or Microframe Computer) [1]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Aquatic, Can’t Dive) [-5]; Restricted Diet (Very Common, multiple fuels) [-10]. Features: Individuals of the same model closely resemble each other; Towing connector on stern. Cost: $22,430 + computer. LC 4. Oberkassel-series "Cyberdog"
85 points A model designed by Klugrobotik Aktienegesellschaft, the Oberkassel-series cyberdog is just that: a well designed biomorphic robotic dog, with four legs, improved senses, and the ability to house an AGI that can both entertain and babysit, as well as read to, children. This is a popular design among those who don't want to deal with an uplifted dog, or who are just dog loves and would like an AI assistant in the form of a dog. The basic form is a Labrador Retriever. Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; HT+2 [20]. Secondary Characteristic Modifiers: HP-2 [-4]; SM-2. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Acute Hearing 2 [4]; Acute Taste and Smell 2 [4]; Claws (Sharp Claws) [5]; Discriminatory Smell [15]; DR 3 (Can’t Wear Armor, -40%; Flexible, -20%) [6]; Enhanced Move 1 (Ground) [20]; Machine [25]; Night Vision 7 [7]; Teeth (Sharp Teeth) [1]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 4 [4]. Perks: Accessory (Small Computer); Fur. [2] Disadvantages: Cybershell Body [-15]; Quadruped [-35]; Restricted Diet (Common, any one liquid fuel) [-20]; Short Legs [-2]; Social Stigma (Cybershell) [-10]. Quirks: Has a Neck hit location, but no special vulnerabilities there. [-1] Features: Individuals of the same model closely resemble each other. Cost: $1,950 + computer. LC4. Models Oberkasssel Amic (-6 Points): The Amic is a cyberdog designed to operate around children, especially young children. They have been disarmed without teeth and claws, so they can't accidentally hurt them. Amics typically appear inside of physical classrooms, where the dogs can act as teacher assistants, or in daycare centers. Delete Claws (Sharp Claws) [-5] and Teeth (Sharp Teeth) [-1]. $1,350, LC 4. 79 points. Oberkassel Guardiano (+0 points): The Guardiano is designed for families who need protection but can't afford a full body guard. The Guardiano AI is generally trained in computer security and can monitor the home security system while the owner is away, but the big advantage of the cybershell is enhanced neural programming, which allows for a much faster response time from the AI inside of it; they are often designed to look like Alsatian dogs. Houses sometimes use more than one at a time, and they are sometimes all puppeted by the same AI (the house AI). Add Combat Reflexes [15]. $2,100, LC 3. 100 points. Oberkassel Windhund (+0 Points): The Windhund is designed for speed; it is lean and muscular, with very little hair and slightly aerodynamic build, similar to the Greyhound species that it's named after. Add ST -2 [-20] and Enhanced Speed 1 ( Ground) [20]. $2,437, LC 4. 84 points. Odonata-series "Dragonfly"
143 points One of the most famous and reliable models out of Design Aeronáutico, the Odonata-series dragonfly is quite possibly one of the most popular cybershells of all time with AGIs. A two-foot long cybershell, slender and round, with a sensory outfit in the large end, the cybershell features a single manipulator, just under the sensory outfit, capable of manipulating material. The real selling point for the shell, however, is the wings: they are one of the finest examples of biomimetic technology in recent history and like the actual dragonfly, it is light, quick, and very quite. The four gossamer wings are capable of operating independent of one another, facilitating a smooth transition from hovering to flying, and and allows the wearer to go from flying forward to flying backwards smoothly. When combined with the aerodynamic nature of the shell and the responsive nature of the neural architecture, it creates one of the smoothest feeling shells on the market; AGIs who have mastered the shell are often capable of impressive turns and maneuvers in mid-air. The model represented in the template below is the Odonata "Clubtail." Attribute Modifiers: ST-5 [-50]; DX+2 [40]; HT+1 [10]. Secondary Characteristic Modifiers: HP+1 [2]; Basic Move -4 (Ground Only, -20%) [-18]; SM-3. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Acute Vision 1 [2]; DR 10 (Can’t Wear Armor, -40%) [45]; Doesn’t Breathe [20]; Enhanced Move 1 (Air) [20]; Flight (Winged, -25%) [30]; Infravision [10]; Machine [25]; Protected Sense (Vision) [5]; Radiation Tolerance 2 [5]; Reduced Consumption 2 (Recharge once a day) [4]; Sealed [15]; Silence 2 [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 2 [10]. Perks: Accessories (IFF transponder, Tiny Computer); Can fly backwards at half it's listed fly speed (including the modifier for Enhanced Speed). [1] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; One-Arm [-20]; Restricted Diet (Common, high-energy power cells) [-20]. Racial Skill Bonuses: +2 to Aerobatics [4]. Features: Individuals of the same model closely resemble each other. Cost: $21,480 + Computer. LC 4. Models Odonata "Hawker" (+25 Points): The Hawker improves the base model by improving the sensory package, incorporating a number of impressive sensors in to its very large compound eyes, a unique feature among the Odonata-line (most Odonata don't have visible eyes at all; it was a purely stylistic decision to include compound eyes on the Hawker). Add Hyperspectral Vision [25]. $23,980. LC 3. Odonata "Shadowdragon" (+20 Points): How do you take what's already an impressive shell and make it better? Make it flexible and give it the ability to alter the exterior shell so it matches the background; the result is the Shadowdragon variant. They aren't military unites, but they do find frequent use in paramilitary service. Add Chameleon 3 [15] and Flexible [5]. $23.480. LC 3. Odonata "Void Tigertail" (+20 Points): The Void Tigertail is a popular version of the Odonata among spacers, since it allows them maneuver in the vacuum. The wings retract into the shell and a small and maneuverable thruster allows them to direct themselves. Add Flight (Newtonian Space Flight, +25%; Space Flight Only, -75%) [20]. $23,480. LC 3. Ouren-series "Humaniforms"
2 points The Ouren-2 is a design out of the hypercorp Fang Jia-Kugutsu. A basic humanoid cybershell without any special bells or whistles, the shell is a quick and cheap backup shell for AGIs and digitals who need a human-like shell to facilitate interaction with humans. It features a smooth, some what abstract face that attempts to mimic human physiology in broad stokes only, while having a body that is adapted to wearing normal clothing and using common place tools. Nobody would ever confuse the Ouren-2 as a humanoid, although the model is a pretty solid one. Attribute Modifiers: ST-1 [-10]. Secondary Characteristic Modifiers: HP+1 [2]. Advantages: Damage Resistance 3 (Flexible, -20%) [12]; Machine [25]; Telecommunication (Cable Jack) [5]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 3 [3]. Perks: Accessory (Small or Microframe Computer) [1]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, any one hydrocarbon fuel) [-20]; Social Stigma (Cybershell) [-10]. Quirks: Has a Neck Hit Location, but no special vulnerabilities there [-1]. Features: Individuals of the same production run often resemble each other. Cost: $2,120 + computer. LC 4. Models Gomi (-10 Points): The Gomi is a different matter. A knock off of the Ouren without the design chops, the Gomi uses slightly less materials and as a result, is much faster to make - until the AGI in question attempts to mesh with the neurocircuitry and the body. The Gomi is often called the Case and while the problems with manipulation and proprioception are well known, unscrupulous design houses looking to capitalize on the open-source nature of the Gomi often cut corners in other ways, so even more problems slip through, all the while marketing their Gomi as an Ouren-2 or Ouren-3. Add Ham-Fisted [-5] and Klutz [-5]. Price varies depending on what it's being passed off as; usually between $2,120 and $2,900; LC 4. -8 points. Ouren-0G (+19 Points): the Ouren-0G is a model of the Ouren designed to function in microgravity conditions and to do EVAs. It's not as efficient at the job as some of the better designed cybershells, but for the price, a spacer crew could do worse. Add Extra Limb 2 (Foot Manipulators, -30%; Short, -50%) [4], Radiation Protection 5 [10], and Vacuum support [5]. $2,887, LC 3. 21 points. Ouren-3 (+6 Points): The Ouren-3 is an improved version of the Ouren-2, with better fuel consumption and conservation. Add Reduced Consumption 3 (Recharge/refuel once a week) [6]. $2,180, LC 4. 8 points. Ouren Super (+20 Points): The Ouren Super comes with a slightly stronger case and is a bit more robust than the standard Ouren. It also has slightly better integrated circuitry, which gives it more grace and improved handling. Delete ST -1 [+10] and add DX +1 [20]. $2,900, LC 3. 22 points. Ouren-X (+20 Points): The Ouren-X is an experimental model designed by FJK; only about 20,000 of the models exist. It experiments with some of the neural architecture of the brain and the robot's nervous system boosting reaction time and speed. However, there are still some issues in coordination. Add Basic Speed +0.50 [10], Combat Reflexes [15], and Klutz [-5]. $4,640, LC 3. 22 points. Raijin-series "Stormchaser"
374 Points The Raijin-series "Stormchaser" is a specialized type of cybershell developed on Bluefall but that can sometimes be found off the planet, licensed by the company that designed it, Design Aeronáutico, a major cybernetics and cybershell manufacturing company on Bluefall. It's based on a number of earlier designs, however, so while the Raijin-series can only be purchased from DA, there are countless variants. The Stormchaster is just that: it's a cybershell derived in part from technology intended to explore gas giants, repurposed to fly into some of the worst weather that Bluefall could throw at it - and prior to the weather control system, Bluefall had nasty weather. The shell is extremely rugged, using a lift-body design with powerful turbofans to punch through the toughest and most dangerous of storms, along with sensory implants that can record the experience and project it back to the ground. While they're extremely rugged, they make for poor combat vehicles, since they don't attempt to minimize the heat or electromagnetic signature. Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size, -20%) [24]; HT+3 [30]. Secondary Characteristic Modifiers: SM+2. Advantages: 360° Vision [25]; 3D Spatial Sense [10]; DR 50 (Can’t Wear Armor, -40%) [150]; Enhanced Move 2.5 (Air; Temporary Disadvantage, Increased Consumption 2, -20%) [40]; Extra Wheels (4 wheels) [5]; Filter Lungs [5]; Flight (Winged, -25%) [30]; High Pain Threshold [10]; Hyperspectral Vision [25]; Machine [25]; Nictitating Membrane 5 [5]; Protected Sense (Hearing) [5]; Resistant to Acceleration (+8) [2]; Scanning Sense (Radar; Extended Arc, 360°, +125%; Multi-Mode, +50%; Increased Range x20, +40%) [63]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication; Video, +40%) [21]; Telecommunication (Radio; Video, +40%; Increased Range x5, +20%) [16]; Temperature Tolerance 10 [10]. Perks: Accessory (Microframe Computer). [1] Disadvantages: Cybershell Body [-15]; Horizontal [-10]; Maintenance (Electronics Repair and Mechanic skills, 4 people, Weekly) [-15]; No Legs (Wheeled) [-20]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, high-quality fuel) [-20]. Features: Individuals of the same model closely resemble each other. Cost: $340,000 + computer. LC4. Roller-series
148 Points A Roller is the generic, all-purpose security robot aboard most spacer habitats and ships. This small cybershell resembles a large metal ball when in motion, capable of clinging to any surface in microgravity and capable of making spectacular bouncing leaps if it transitions from free fall to a gravity well and is pulled off whatever surface its on. When not moving quickly, it reveals four limbs, two weapon mounts and two manipulators. If the body moves when the arms are extended, the arms stay in a fixed position relative to the moving body, which appears to roll around them. The roller has full 365-degree vision, capable of seeing around it all times, and infravision so it can detect heat signatures in darkened environments and map those heat signatures to extant signatures that it has stored away of the rest of the crew, or access the ship's controls to monitor security situations using the ship camera network. Rollers are generally 4 feet in diameter and are capable of fitting just about everywhere. They tend to be equipped with light weapons, since they aren't strong enough to use heavier equipment, so tools like 3mm Gauss Minineedler, the 3mmN Wrist Needler, 7.5mm CLP Hold Out Pistol, and the like are the most common loadouts. Attribute Modifiers: ST-4 [-40]; HT+2 [20]. Secondary Characteristic Modifiers: HP +5 [10]; Basic Move +2 [10]; SM-1. Advantages: 360° Vision [25]; Absolute Direction [5]; Clinging (Requires Zero Gravity, -50%) [10]; DR 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Enhanced Move 1 (Ground, Handling +1, +5%; Temporary Disadvantage, No Manipulators, -50%) [10]; Extra Arms 2 (Weapon Mounts, -80%) [4]; Infravision [10]; Machine [25]; Pressure Support 1 [5]; Radiation Tolerance 10 [15]; Resistant to Acceleration (+8) [2]; Super Jump 2 (Bouncing Only, -50%) [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Increased Range x20, +40%; Video, +40%) [18]; Vacuum Support [5]. Perks: Accessory (Tiny Computer). [1] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Rolls) [0]; Restricted Diet (Fuel Cells, Common) [-20] Features: Individuals of the same model closely resemble each other. Cost: $2,000 + computer. Safari-Series "Animabots"
Varies, see subtype The Safari-series of cybershells is designed by the company Natural Designs, a company out the Australis Union. The purpose for the shells is largely scientific and zoological, although they also see use in teletourism as well. While Natural Designs creates numerous cybershells, only two are widespread in the Verge and Bleed: the Gashelle and the Vultura. Gashelle 51 points The "Gashelle" is a cybershell out of Natural Designs that is designed to look like a traditional African gazelle. Exactly why this cybershell became so popular is anyone's guess, but it is among zoologists, ecologists, and the like. Attribute Modifiers: ST-3 [-30]; DX+2 (No Fine Manipulators, -40%) [24]; HT+2 [20]. Secondary Characteristic Modifiers: SM-1. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Acute Hearing 1 [2]; Acute Vision 1 [2]; Enhanced Move 1.5 (Ground) [30]; Filter Lungs [5]; Machine [25]; Night Vision 8 [8]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Telescopic Vision 6 (No Targeting, -60%) [12]; Temperature Tolerance 1 [1]. Perks: Accessory (Small Computer) [1]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Quadruped [-35]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Cybershell) [-10]. Features: Close visual emulation of real animal; Individuals of the same model resemble each other. Cost: $12,610 + computer. LC 4. Vultura 52 points The "Vultura" design is a cybershell that is modeled after Old World Vultures, and is just under 4 feet long with a wingspan of 9 feet. Thus, while shooting at it at the ground it has an effective SM of -1, but anyone shooting at it in the air can treat it as SM +1. Attribute Modifiers: ST-4 [-40]; DX+2 (No Fine Manipulators, -40%) [24]; HT+2 [20]. Secondary Characteristic Modifiers: SM-1. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Acute Hearing 1 [2]; Acute Vision 1 [2]; Enhanced Move 1.5 (Air) [30]; Filter Lungs [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Machine [25]; Reduced Consumption 1 (Refuel every 10 hours) [2]; Night Vision 8 [8]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14]; Telescopic Vision 6 (No Targeting, -60%) [12]; Temperature Tolerance 1 [1]. Perks: Accessory (Small Computer). [1] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Cybershell) [-10]. Features: Close visual emulation of real bird; Individuals of the same model closely resemble each other. Cost: $12,620 + computer. LC 4. Seeker Missile
123 Points Seeker Missiles are human-portable "brilliant" missiles that are capable of tracking down a target and eliminating them without any human intervention. They usually sleeve LAIs or NAIs, which are considered to be expendable, although they can be teleoperated, as well. While these are human-portable missiles, larger versions are sometimes used aboard vehicles and in space craft, where they accelerate to a considerable percentage of light speed before slamming into the target. Those types are not represented by this template. The missile can be stored, inert, more or less indefinitely without attention before use, so it doesn’t qualify for the Maintenance disadvantage. However, if it is fired and then recalled or recovered without detonation, it will need at least a quick check (using Armory skill) as well as refueling before being fired again. While this might seem like an unlikely decision, such missiles can be used for reconnaissance or microbot swarm delivery as well as direct attacks – which justifies providing a character template for them. Attribute Modifiers: ST-9 [-90]; DX+2 (No Fine Manipulators, -40%) [24]; HT+2 [20]. Secondary Characteristic Modifiers: HP+3 [6]; SM-2. Advantages: 3D Spatial Sense [10]; DR 15 (Can’t Wear Armor, -40%) [45]; Doesn’t Breathe [20]; Enhanced Move 7 (Air) [140]; Flight (Cannot Hover, -15%) [34]; Infravision [10]; Lifting ST +5 [15]; Machine [25]; Payload 9 [9]; Resistant to Acceleration (+8) [2]; Telecommunication (Cable Jack) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 8 [40]. Perks: Accessory (Tiny Computer). [1] Disadvantages: Cybershell Body [-15]; Deafness [-20]; Increased Consumption 9 (Refuel after 1 minute) [-90]; No Legs (Aerial) [0]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Occasional, Rocket fuels) [-30]; Social Stigma (Monster) [-15]. Quirks: Requires some maintenance if fired and then recovered for reuse. [-1] Features: Can self-destruct using warhead in payload; Individuals of the same model closely resemble each other. Cost: $26,000 + computer. Strix-series "Hunter-Killer UCAV"
792 Points Air supremacy is still the deciding factor in a great deal of combats, and at the end of the day, the side that retains it is often the side that wins. The Strix-series Hunter-Killer drones are designed to sure that happens; these are supremely agile, fast fighter jets that are built for both air support and to do missions of their own. the Strix-series are tailless craft with a blended body and wing, similar to a B-2, but much more agile and much harder to detect. The reactive smart-matter composite that makes up the frame is stressed to 30 G and comes with its own ECM defense system. The aircraft can alter its shape in flight for increased mobility or speed, and it features vector-thrust turbofan with a sea-level super-cruise in excess of 1,400 miles per hour. While it depends on location, the payload space is typically loaded with two 10mm portable rail guns and bombs or munitions of some other type, depending on what the nature of the target is. Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size, -20%) [24]; HT+2 [20]. Secondary Characteristic Modifiers: HP+9 (Size, -20%) [16]; SM +2. Advantages: 360° Vision [25]; 3D Spatial Sense [10]; Chameleon 6 (Extended, Infrared and Radar, +40%) [42]; Damage Resistance 100 (Can’t Wear Armor, -40%) [300]; Doesn’t Breathe [20]; Flight (Winged, -25%; Temporary Disadvantage, Noisy 5, -10%) [26]; Enhanced Move (Air) 6 [120]; High Pain Threshold [10]; Hyperspectral Vision [25]; Injury Tolerance (No Brain) [5]; Machine [25]; Payload 130 [130]; Radiation Tolerance 10 [15]; Resistant to Acceleration (+8) [2]; Resistant to Electrical Pulses and Surges (+8) [2]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 12 [60]; Temperature Tolerance 20 [20]. Perks: Accessory (IFF transponder); Accessory (Microframe Computer) [2]. Disadvantages: Cybershell Body [-15]; Increased Consumption 1 (Requires refueling, 4 hour endurance) [-10]; Maintenance (Multiple technical skills, 3-5 people, Weekly) [-15]; No Legs (Wheeled) [-20]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Occasional, jet fuel) [-30]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other Availability: $1,000,000 + computer. LC 0. Strix-series "Tianlong UCAV"
865 Points The Strix-series Tianlong is a transatmospheric version of the conventional Hunter-Killer. It can operate both in an atmosphere and outside of an atmosphere, while maintaining all of the advantages that the normal Hunter-Killer shell provides. Tianlong are generally deployed in situations where the ability to strike at a space-based target while requiring a ground-based launch is needed. As noted, the Tianlong's maximum space acceleration is 3 yards/second2 (0.3 G). With its delta-v of just over 2,000 (4,000 mph), this permits a little more than 10 minutes of thrust. Since combat often takes place in atmospheric and transatmospheric environments, the Tianlong generally sees more use than the standard Hunter-Killer, although it does depend on the military operation in question which one gets employed. Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size, -20%) [24]; HT+3 [30]. Secondary Characteristic Modifiers: HP+12 (Size, -20%) [20]; Air Move-8 (Space acceleration only; atmosphere move and space delta-v are unaffected, -80%) [-3]; SM+2. Advantages: 360° Vision [25]; 3D Spatial Sense [10]; Chameleon 5 (Extended, Infrared and Radar, +40%) [35]; DR 120 (Can’t Wear Armor, -40%) [360]; Doesn’t Breathe [20]; Extra Wheels (3 wheels) [5]; Enhanced Move 5 (Air; Temporary Disadvantage, Increased Consumption 2, -20%) [80]; Enhanced Move 7.5 (Space; Newtonian, -50%) [75]; Flight (Newtonian Space Flight, +25%; Small Wings, -10%; Temporary Disadvantage, Noisy 5, -10%) [42]; High Pain Threshold [10]; Hyperspectral Vision [25]; Injury Tolerance (No Brain) [5]; Machine [25]; Payload 38 [38]; Radiation Tolerance 10 [15]; Resistant to Acceleration (+8) [2]; Resistant to Electrical Pulses and Surges (+8) [2]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 12 [60]; Temperature Tolerance 20 [20]; Vacuum Support [5]. Perks: Accessories (IFF transponder, Microframe Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Multiple technical skills, 3-5 people, Weekly) [-15]; No Legs (Wheeled) [-20]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Occasional, jet and rocket fuels) [-30]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Cost: $1,080,000 + computer. LC 0. Savant-series
177 Points The Savant is a cybershell design out of the Ilmarinen subculture. The goal of the Savant is to achieve what the Hyperbright couldn't, and in the end, they were much more successful with the Savant. The neural architecture of the Savant increases the speed of thought and boosts memory recall and recollection, and increases overall intelligence many fold. The Savant was a major success in all the ways that the Sage and the Hyperbright were not. However, the neural architecture of the Savant is decidedly different from normal neural architecture, and individuals - especially digitals - require special psychosurgery in order to prep to handle it. Engineers have proven that installing a sub-sapient brain scan into a Savant will destroy the brain scan, causing it to fragment and become worthless. Engineers have had more success using intellectually disabled and handicapped brain scans and boosting their intelligence to well-past normal human levels while they are in a Savant neural-architecture, but when removed, rapidly and traumatically collapse to their normal state in what's called the "Algernon-Gordon effect." Thus, once a digital is in a Savant, is it not recommended that one leave. Savants don't even attempt a normal human-like appearance, and instead opt for something more stylized; they are humanoid in abstract, with digitigrade legs, a humanoid posture, and featureless, ovoid heads atop lightly sculpted torsos. If the cybershell has any major downside outside of the need to train an digital or AGI before sleeving it in the shell, it's that the heat produced by the brain in operation means it can only operate optimally in cool or cold conditions, since it isn't as good as removing heat as engineers originally figured even with the added cooling pumps and such in the chest. Likewise, all the tools necessary to keep the computer cool, together with the computer itself, means it consumes a great deal of power. Attribute Modifiers: ST-1 [-10]; IQ +5 [100]. Advantages: Clinging (Requires Zero-G, -50%) [10]; Damage Resistance 3 (Flexible, -20%) [12]; Discriminatory Hearing [15]; Discriminatory Smell [15]; Discriminatory Taste [10]; Enhanced Time Sense [45]; Machine [25]; Telecommunication (Cable Jack) [5]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 3 [3]. Perks: Accessory (Small or Microframe Computer) [1]. Disadvantages: Cybershell Body [-15]; Increased Consumption 1 [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, fuel cells) [-20]; Social Stigma (Cybershell) [-10]. Quirks: Has a Neck Hit Location, but no special vulnerabilities there; Heat Intolerance (5°F and 80°F) [-2]. Features: Abstract Physical Appearance; Digitigrade Posture; Individuals of the same production run often resemble each other. Slater-series "Armadillo"
185 Points The Slater-series Armadillo cybershells are a decided inhuman cybershell with a distinctive feature; while they can move about at normal speed, their best way to move around is to launch themselves forward and roll into a ball, bouncing and rolling in the direction they wish to go. The shell itself resembles a upright, unfurled slater, or a pillbug (also called a roly-poly or doodle-bug), mounted on a spherical lower torso around which four flexible and retractable legs extend in an X-pattern. When the cybershell rolls itself into a ball, it does so around the spherical lower torso, giving the cybershell the impression of folding in on itself. Armadillos also feature four limbs that are fully usable but only when unrolled and upright; two manipulator arms and two weapon mounts. Armadillos are typically used for peacekeeping and urban combat situations, since their ability to roll up into a sphere and accelerate provides them with unparalleled maneuverability in enclosed environments. They also have a number of other hardpoints to carry up to 24 pounds of modular weapon loadout. Attribute Modifiers: ST+1 [10]; DX +1 [20]; HT+1 [10]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; DR 15 [75]; Enhanced Move 1 (Ground; Temporary Disadvantage, No Manipulators -50%; Temporary Disadvantage, No Legs (Rolls), -0%) [10]; Extra Arms 1 (Weapon Mounts, -80%) [4]; Extra Legs 4 [5]; Filter Lungs [5]; High Pain Threshold [10]; Machine [25]; Night Vision 5 [5]; Payload 10 [10]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Scanning Sense (T-Ray Vision) [25]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Perks: Accessories (IFF transponder, Small Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, fuel cell) [-20]; Social Stigma (Monster) [-15]. Quirks: Has a Neck hit location, but no special vulnerabilities there. [-1] Features: Individuals of the same model closely resemble each other. Availability: $10,000 + computer; LC 2. Sphere-series
233 Points The Sphere is a heavier version of the Roller with more armor and the ability to bring heavier weapons to the fire fight if need be. They still aren't effective in a knock-down, drag-it-out fire fight with a genuine combat shell and any genuine combat shell will make short work of a Sphere, but their purpose is to provide fire support for Rollers or to provide a light defense for areas that need it. They lack the ability to bounce that the Roller has and they can't cling to surfaces in zero-G, nor do they go a fast, but in exchange they are much tougher, with more armor and the ability to fly in zero-gravity. Otherwise, the sphere resembles a larger version of the Roller. Attribute Modifiers: ST+3 [30]; HT+2 [20]. Secondary Characteristic Modifiers: HP +5 [10]. Advantages: 360° Vision [25]; Absolute Direction [5]; DR 10 (Can’t Wear Armor, -40%) [30]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Enhanced Move 1 (Ground, Temporary Disadvantage, No Manipulators, -50%) [10]; Extra Arms 2 (Weapon Mounts, -80%) [4]; Flight (Requires Zero-G, -50%) [20]; Infravision [10]; Machine [25]; Pressure Support 1 [5]; Radiation Tolerance 10 [15]; Resistant to Acceleration (+8) [2]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Increased Range x20, +40%; Video, +40%) [18]; Vacuum Support [5]. Perks: Accessory (Tiny Computer). [1] Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Legs (Rolls) [0]; Restricted Diet (Fuel Cells, Common) [-20] Features: Individuals of the same model closely resemble each other. Cost: $2,000 + computer. Spiegel-series
144 Points The Spiegel cybershell is a cybershell widely used by the Zerkalo culture, and it's the one most widely associated with them. In silhouette the Spiegel resembles a humaniform shell, like the Ouren-series, but when looking at it differences quickly become apparent. The entire surface of the shell is polished smooth and highly reflective, making it look like a humanoid mirror; while it doesn't offer much protection from UV lasers and IR lasers, it handily reflects all visual light lasers. The surface is not nearly as fragile as a mirror is, with reinforced carbon armor and radiation shielding, as well as feet that resemble that of a bouncer. The Spiegel features sensors that see across a range of different spectra, from ultraviolet to infrared, plus a number of other minor features that make it ideal for vacuum work. Attribute Modifiers: ST+2 [20]. Secondary Characteristic Modifiers: HP+1 [2]. Advantages: DR 5 (Can't Wear Armor, -40%; Flexible, -20%) [10]; DR +10 (Can't Wear Armor; -40%; Reflective, +100%; Visual Light Lasers Only, -80%) [40]; Doesn't Breathe [20]; Extra Arms 2 (Foot Manipulators, -30%; Short, -50%) [4]; Hyperspectral Vision [25]; Machine [25]; Radiation Tolerance 5 [10]; Telecommunication (Cable Jack) [5]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 3 [3]. Perks: Accessory (Small or Microframe Computer); Luminescent [2]. Disadvantages: Cybershell Body [-15]; Restricted Diet (Common, any fuel cell) [-20]. Quirks: Has a Neck Hit Location, but no special vulnerabilities there [-1]. Features: Distinctive Appearance (see text). Models Shard (-2 Points): A variation used by the Living Gate culture. The Shard is a much more uneven surface and lacks the reflective armor, but instead beefs up the regular armor by coating the shell in hard layers of carbon-reinforced quartz. It also features luminescence, and a specially installed microbots that link with other microbots found on similar models, enabling wired communication directly between the occupying egos. Delete DR +10 [-40] and incresae to DR 10 [+10] and add Luminescence [1] and Telecommunication (Telesend; Melee Range, C, -30%; Video, +40%; Other Shards Only, -20%) [27]. 142 points. Stevedore-series "Spaceshells"
327 Points The Spaceshell is a common medium-weight space worker shell that is designed to look like a round ovoid or a has a rectangular body with four heavy-duty limbs that can double as legs or arms, depending on the conditions. They are large enough to be stored in airlocks, and are often employed by civilian and commercial ships alike in moving cargo from location A to location B in space or in zero-G hangers. While it has feet, it's really built for microgravity and freefall operations, so it isn't unusual to see variations of this shell show up in spacer cultures, either. The casing is studded with ports that allow for 30 seconds of 1 G acceleration, or larger blasts for shorter periods of time, although it lacks the stabilization for true flight. However, a talented AGI can get around from location to location with a few well-placed leaps, saving fuel in the process. It features cameras and radar clusters at the "top" and "bottom" of the shell, providing all around awareness. While the shell exists all over the Verge and Bleed, there is a culture of the cybershells in and around the Turan and Farghan vilayets, where the AGIs sleeved in them use them as primary shells. These AGIs are wholly optimized for microgravity environments, and often have trouble moving around in environments where there is gravity. Attribute Modifiers: ST+3 [30]; HT+2 [20]. Secondary Characteristic Modifiers: HP+2 [4]; Air Move (actually Space acceleration) -1 [-2]. Advantages: 360° Vision [25]; 3D Spatial Sense [10]; Clinging (Specific, Only materials on which magnetic clamps can work, -40%) [12]; DR 18 (Can’t Wear Armor, -40%) [54]; Doesn’t Breathe [20]; Enhanced Move 5 (Space; Newtonian, -50%) [50]; Extra Arms 2 (Foot Manipulators, -30%) [14]; Extra Legs (4 legs; Temporary Disadvantage, Horizontal and No Fine Manipulators, -40%) [3]; Flight (Newtonian Space Flight, +25%; Space Flight Only, -75%) [20]; Lifting ST +4 [12]; Machine [25]; Nictitating Membrane 2 [2]; Night Vision 3 [3]; Pressure Support 1 [5]; Radiation Tolerance 5 [10]; Scanning Sense (Radar; Extended Arc, 360°, +125%; Reduced Range, 1/2, -10%) [43]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14];Vacuum Support [5]. Perks: Accessories (Small Computer, Small Spotlights). [2] Disadvantages: Cybershell Body [-15]; Hard of Hearing [-10]; Increased Consumption 1 (Requires periodic recharging, 4 hour endurance) [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells) [-10]. Quirks: Cannot Float. [-1] Features: Individuals of the same model closely resemble each other. Cost: $25,000 + computer. Sputnik-series "Service-Logistics Microsatellites"
89 Points One of the major fields of combat management is the issue of logistics; Napoleon once said that an army marches on its stomach, and that's no less true if that army is composed of cybershells and automated warships - it's just that the food changes. Originating from a PMC means that logistics are a huge concern, and these microsatellites were designed to alleviate some of the issues that surround logistics. They are small satellites employed around space stations and used for normal, space-station upkeep and ordinary mission tasks. Their lower-power thrusters are ionic in nature and provide up to 0.01G of thrust in freefall using the fuel in their payload. This isn't enough for combat movement, but these aren't combat shells; they're service shells, used mostly by LAIs and NAIs to manage external upkeep on starships, refueling operations, and the like - in short, to support logistics operations. While the Union aren't the only ones who use these models, they are the most widespread producer of them. Attribute Modifiers: ST-6 [-60]; HT+1 [10]. Secondary Characteristic Modifiers: HP-1 [-2]; Basic Move-2 [-10]; SM-3. Advantages: 360° Vision [25]; 3D Spatial Sense [10]; DR 8 (Can’t Wear Armor, -40%) [24]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Arms 2 (No Physical Attack, -50%; Short, -50%) [4]; High Manual Dexterity 4 [20]; Machine [25]; Microscopic Vision 3 [15]; Payload 10 (Liquids Only, -20%) [8]; Protected Sense (Vision) [5]; Radiation Tolerance 5 [10]; Sensitive Touch [10]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication; Increased Range x2, +10%) [17]; Telecommunication (Radio; Increased Range x10, +30%; Video, +40%) [17]; Vacuum Support [5]. Perks: Accessories (Micromanipulation Tools, Small Computer); Low-power thrusters. [3] Disadvantages: Cybershell Body [-15]; Deafness [-20]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Short Arms [-10]; Vulnerability (Crushing Damage x2) [-30]. Features: Individuals of the same model closely resemble each other. Availability: $10,000 + computer. LC 3. Models Dust buster (+16 points): The dust buster microsat is especially useful in cluttered orbital conditions; they contain a radar and a built in laser that allows them target junk larger than wingnut or screw in addition to performing the usual maintenance on the exterior of stations or satellites (given orbital velocities their likelihood of hitting such objects is low, but their built in laser is a very effect cutting tool and it makes for a reassuring last line of defense). Note that since the laser is a built in model, the use of the Innate Attack is entirely justified in this case. Replace the Extra Arms, High Manual Dexterity, Microscopic Vision, Sensitive Touch, and Micromanipulation Tools with Innate Attack 1 (Burning; Accuracy +6, 30%; Armor Divisor (2), +50%; Increased Range x10, +30%; Increased Range raised to ¥50, 1/2D Only, +10%) [11] and Scanning Sense (Radar; Extended Arc, 360°, +125%; Increased Range x10, +30%; Targeting, +20%) [55]. (The built-in laser is a 1d(2) tight-beam burning attack with Acc 9, Range 500/1,000, RoF 3, and Rcl 1.) $11,000 + computer cost; LC 3. 105 points. Sabotage Microsatellite (+21 Points): Not all microsatellites are used to shut down debris or maintain logistical chains. The Sabotage microsatellite is just that: a stealth microsatellite that can mask its heat signature to look like little more than space debris so it can get in close to destroy existing ground-based satellite networks. Since the design is often cheap, they can be used for suicide missions as well; in these cases, they often have bombs attached to them. Add Chameleon 3 (Extended, Infravision and Radar as well as normal vision, +40%) [21]. $12,000; LC 2. 110 points. Takko-series
201 Points The Takko is a cybershell that is designed to look like an octopus. It features eight flexible arms, peripheral vision, and even the ability to fire a synthetic ink cloud inside of zero-gravity or underwater. The design doesn't attempt to fully mimic octopus morphology and instead looks more like a stylized octopus. Despite this, the Takko cybershell is popular with a number of AGIs and Neo-Octopus digitals, and is found mostly in zero-G and underwater habitats where it can make use of its limited ability to fly. Attribute Modifiers: ST-2 [-20]; DX+2 [40]; HT+2 [20]. Secondary Characteristic Modifiers: HP-2 [-4]. Advantages: Chameleon 2 [10]; Constriction Attack [15]; Damage Resistance 6 (Can’t Wear Armor, -40%; Tough Skin, -40%) [15]; Doesn’t Breathe [20]; Extra Arms (6; Extra-Flexible on all 8 arms, +50%) [100]; Flight (Requires Low Gravity, 0G, -50%) [20]; Obscure 10 (Vision; Accessibility, Only in water or zero-G, -30%) [14]; Peripheral Vision [15]; Teeth (Sharp Beak) [1]. Perks: Accessory (Tiny Computer) [1]. Disadvantages: Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Fuel Cells, Very Common) [-10]; Social Stigma (Cybershell) [-10]. Features: Home gravity 0 G. Availability: $141,000. LC3. Vertex "SSR Vertical"
241 points The Vertex "SSR Vertical" is a specific cybershell designed for one of the most common sports in the Verge and Bleed. These shells are all made identical to one another save for alterations in the paint schemes to reflect sponsors; to ensure this factory standard, all of the vertical races are produced by Landmass-Vercorp, the company that owns all the IP rights to the SSR league. From the outside, the vehicles resembles a stylized jet fuselage. However, they lack wings, and while they look like they have a cockpit, that's just for show: these craft are only piloted by LAIs and AGIs or digitals daring enough and who don't mind repeatedly dying. In the place of wings they feature a large structure at the end of the craft that houses their thrusters, which they use to push themselves forward, while smaller but no less powerful thruster help keep them off the ground. The overall design of the craft is designed to push air under the vehicle, and their light weight design means that once they get moving fast enough, they can ride on a pocket of air that they create. This also means they behave less like vehicles and more like torpedoes or smart missiles, which is how the sport got its start: racing smart missiles. These vehicles move fast, too, with a top speed of 786 miles per hour (or 1,265 kilometers per hour), handily living up to their acronym: SSR - Super Sonic Racing. At this speed, the LAI or AGI pilots absolutely must have Enhanced Time Sense, which allows them to slow down some of what they're experiencing; those without ETS quickly find themselves a smoldering wreck on the side of the track since the craft also feature hardpoints for weapons, which range from miniature missile launchers to lasers; the weapons are the only thing non-standard, and each team is allowed to equip their own weapons. There are two hardpoints allowing for different loadouts; the only illegitimate weapon are those that cause surges, EMPs, or otherwise shut the vehicles down, since those make for a less interesting race (especially when everyone is using them). Given the tracks are often winding and feature loops and corkscrews, it's beneficial to have 3D Spatial Sense, too. While the sport is dangerous, there's a great deal of rewards for those who can consistently win. As a reflection of how dangerous the sport is, it's one of the the only cybershells that comes with a cortical stack as a piece of mandated safety gear. Attribute Modifiers: ST +10 (No Fine Manipulators, -40%; SM, -20%) [40]; DX +3 (No Fine Manipulators, -40%) [36]; HT +3 [30]. Secondary Characteristic Modifiers: SM +2 Advantages: Absolute Direction (Requires Signal, -20%) [4]; Cortical Stack [6]; DR 10 (Can't Wear Armor, -50%) [25]; Enhanced Move 6 (Air, Handling Bonus +1, +5%; Track-Bound, -50%) [66]; Extra Arms 2 (Weapon mounts, -80%) [4]; Filter Lungs [5]; Flight (Cannot Hover, -15%; Low-ceiling, 10-foot, -20%; Newtonian Space Flight, +25%) [36]; Hyperspectral Vision [25]; Payload 7 [7]; Peripheral Vision [15]; Protect Sense (Vision) [5]; Telecommunication (Cable Jack) [5]; Telecommunication (Radio; Video, +40%) [14]; Telescopic Vision 2 [10]; Temperature Tolerance 10 [10]; Vacuum Sealed [5]. Perks: Accessories (IFF Transponder, Small computer) [2]. Disadvantages: Cybershell Body [-15]; Horizontal [-10]; Increased Consumption 3 [-30]; No Legs (Aerial) [0]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Numb [-20]; Restricted Diet (Liquid Fuels, Very Common) [-10] Quirks: Cannot Float [-1]. Features: Individuals of the same model closely resemble each other. Cost: $2,300,000. LC2. Villamor-series "Minokawa"
909 Points The Villamore-series "Minokawa" are a series of trans-atmospheric unmanned aerial assault drones used by the Union (although variants can be found throughout the Verge and Bleed; for instance, the Strix-series "Tianlong UCAV" is very similar mechanically, but it has smaller wings, a smaller payload, and is not as fast during atmospheric flight; however, in aesthetics, the Tianlong does not look like a flying wing) to maintain air and low-space supremacy during surface conflicts. They resemble large flying wings painted black with odd angles to disrupt the radio signature and covered with metamaterials, along with specialized engine and exhaust construction that reduces the overall heat signature. Since they're trans-atmospheric craft, they can operate in both environments; while in space, their maximum acceleration is 3 yards/second squared (0.3 G), and with their 2,000 delta-V, this permits little over 10 minutes of constant thrust. The most common loadout for a commercially available Minokawa (I.e. the one that they put on the market) includes a Strike Laser or Point Defense Laser paired with two 25mmCL assault cannons. Two 100mm TML high-velocity rocket launchers are equipped under the wings, and two flights of missiles for each TML rocket launcher. The Australis Union uses ones that are outfitted differently in combat situations. Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size, -20%) [24]; HT+3 [30]. Secondary Characteristic Modifiers: HP+12 (Size, -20%) [20]; Air Move-8 (Space acceleration only; atmosphere move and space delta-v are unaffected, -80%) [-3]; SM+2. Advantages: 360° Vision [25]; 3D Spatial Sense [10]; Chameleon 5 (Extended, Infrared and Radar, +40%) [35]; DR 120 (Can’t Wear Armor, -40%) [360]; Doesn’t Breathe [20]; Extra Wheels (3 wheels) [5]; Enhanced Move 6 (Air; Temporary Disadvantage, Increased Consumption 2, -20%) [96]; Enhanced Move 7.5 (Space; Newtonian, -50%) [75]; Flight (Newtonian Space Flight, +25%) [50]; High Pain Threshold [10]; Hyperspectral Vision [25]; Injury Tolerance (No Brain) [5]; Machine [25]; Payload 58 [58]; Radiation Tolerance 10 [15]; Resistant to Acceleration (+8) [2]; Resistant to Electrical Pulses and Surges (+8) [2]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 12 [60]; Temperature Tolerance 20 [20]; Vacuum Support [5]. Perks: Accessories (IFF transponder, Microframe Computer). [2] Disadvantages: Cybershell Body [-15]; Maintenance (Multiple technical skills, 3-5 people, Weekly) [-15]; No Legs (Wheeled) [-20]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted Diet (Occasional, jet and rocket fuels) [-30]; Social Stigma (Monster) [-15]. Features: Individuals of the same model closely resemble each other. Availability: $1,100,000 + computer; LC 2. Zeus-series "Gas Giant Aerobots"
255 Points The Zeus-series aerobot was originally designed by teams in the Sargasso Republic to house AGIs that could take weather readings and monitor the environment, although they can be useful for any number of reasons, as the Regency found out when they deployed the aerobots to spy on Verge Consortium activity during the Verge War. The Zeus-series Aerobot is the most conventional of the designs, engineered by Techsinne Sargasso (a local microcorporation on Sargasso that licenses the design out). However, there are countless minor variations used everywhere, including the Monarchy. The bulk of the aerobot's mass consists of the large balloons that are used to suspend the digital package. the electronics/thruster package itself is actually SM -2. The package is generally shaped like a large football, with a wide array of scanning senses. Two small arms emerge from the side of the package, allowing it to manipulate objects. Attribute Modifiers: HT+2 [20]. Secondary Characteristic Modifiers: SM+5. Advantages: Discriminatory Taste [10]; DR 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Flight (Lighter Than Air, -10%) [36]; Machine [25]; Payload 2 [2]; Pressure Support 2 [10]; Scanning Sense (Radar; Extended Arc, 360°, +125%; Increased Range x20, +40%) [53]; Sealed [15]; Telecommunication (Radio; Increased Range x1,000, +90%; XP, +80%) [27]; Temperature Tolerance 20 [20]; Vacuum Support [5]. Perks: Accessories (Microframe Computer, Scientific Instrument Package). [2] Disadvantages: Cybershell Body [-15]; No Legs (Aerial) [0]. Features: Individuals of the same model closely resemble each other. Cost: $15,000 + computer. LC4. Zhandou Niao "Combat Mechs"
180 points While combat mechs are not particularly practical in a modern environment, that hasn't stopped these large, humanoid walking tanks from becoming popular outside of combat. the Zhandou Niao "Combat Mechs" are designed to be employed during the gladiatorial "Battlemech sport," which is often described as "Rock 'em Sock 'em Super Robots with heavy ordinance." These mechs all tend to follow a similar morphological pattern: they have a fuselage-like torso that incorporates something that looks like a cock-pit, with two arms off the side that actually act as weapon mounts, and a digitigrade walking mechanism. These stand anywhere from 18' to 21' on average. Pilots for these are almost always AGIs or LAIs who sleeve into the mech directly and use it as a body. Sometimes digitals may join in as well. These infolife gather into "clubs" who have similar paint schemes and are under the leadership of a single or group of individuals. The ZN League then sets out what clubs are going to fight one another and where, and then when the day of the fight arrives, the combat is broadcast to a live audience as bookies place bets on which team will win, how many kills a specific pilot might get, and the like. Usually these take place on uninhabited planets or in space stations that empty, where nobody can accidentally wander into the warzone and get hurt. Attribute Modifiers: ST+10 (No Fine Manipulators, -40%; SM, -30%) [34]; DX+3 (No Fine Manipulators, -40%) [36]; HT+4 [40]. Secondary Characteristic Modifiers: HP+5 (SM, -30%) [7]; SM +3. Advantages: Absolute Direction [5]; Cortical Stack [6]; DR 10 [50]; Doesn’t Breathe [20]; High Pain Threshold [10]; Injury Tolerance (No Neck) [0]; Machine [25]; Resistant to Electrical Pulses and Surges (+3) [1]; Telecommunication (Cable Jack) [5]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Secure, +20%; Video, +40%) [16]; Telescopic Vision 2 [10]; Temperature Tolerance 5 [5]. Perks: Accessories (IFF transponder, Small Computer). [2] Disadvantages: Both arms are actually weapon mounts [-16]; Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 4 people, Monthly) [-6]; No Sense of Smell/Taste [-5]; Numb [-20]; Restricted Diet (Common, high-energy power cells) [-20]; Social Stigma (Monster) [-15]. Features: Digitigrade Posture; Individuals of the same model closely resemble each other. Cost: $2.450.000. LC1. Models While there are countless variations on a theme - almost every team as their own unique versions with different loadout - there are two popular versions, and they're listed below: Arakiel (+57 Points): Often called the "walking artillery platform" or sometimes the "catapult", the Arakiel is famous for its ability to hurl a lot of munitions down field in a hurry, often sporting two missile racks and and some impressive ordinance besides. It features the torso built to swivel on the hips and two racks for missiles built off the side of the fuselage that other mechs of its class have. Increase DR 10 [+50]. It has Reduced Basic Move -2 [-10], and Payload 17 [17]. 237points. Camael (+18 Points): The Camael is a specialized medium combat mech that stands about 18' tall and has a beefed up engine. Its smaller size and stronger engine mean that Camael is good for speed; the mech is often equipped with heavy weapons so it moves fast and it hits even harder. The typical design is squat by most combat mech standards, with the legs connecting directly to the fuselage and the arms emerging from the side as opposed to most other models where the fuselage attaches to the hips, allowing it to rotate. The Camael makes up for this by allowing its weapons to rotate on its arms. Add Payload 8 [8] and Enhanced Speed (Ground) 0.5 [10]. 198 points. Zixingche-series "Cyberbike"
180 points The Zixingche-series is a common series of vehicle throughout the Verge and Bleed. These are the descendent of the lightly-motorized two and three-wheel urban transports that became popular during the Interplanetary age and have remained popular ever since. They have a built-in intelligence and are capable of driving themselves, although most users prefer to drive them instead where they can and where it's legal (or where they can get away with it). The vehicle features two work arms that it can use to load cargo, run other errands without a human operator, and sometimes even work like gardening, and perform routine maintenance on itself. In order for these machines to be stable at lower speeds, they have three wheels instead of two, and are designed for urban runabouts rather than long-distance touring. Most individuals who buy a Zixingche will do so with cash and treat it as a simple Ally. The model below represents the Zixingche "Ziyou" Mk IV, a popular automated transport on Procyon Reach. The model is designed by Fang Jia-Kugutsu, although similar models with minor cosmetic variations are put out by almost every major corporation. Attribute Modifiers: ST-3 [-30]. Secondary Characteristic Modifiers: HP+18 [36]; Basic Move+1 [5]. Advantages: Absolute Direction (Requires Signal, -20%) [4]; Compartmentalized Mind (Controls) [25]; DR 4 (Can’t Wear Armor, -40%) [12]; Enhanced Move 1 (Ground; Handling Bonus +1, +5%) [21]; Enhanced Move +2 (Ground; Handling Bonus +1, +5%; Road-Bound, -50%) [22]; Extra Wheels (3 wheels) [5]; Filter Lungs [5]; Infravision [10]; Lifting ST +13 [39]; Machine [25]; Night Vision 5 [5]; Payload 7 [7]; Peripheral Vision [15]; Protected Sense (Vision) [5]; Reduced Consumption 3 (Refuel once a week) [6]; Telecommunication (Cable Jack) [5]; Telecommunication (Radio; Video, +40%) [14]; Telescopic Vision 2 [10]; Temperature Tolerance 3 [3]. Perks: Accessories (Headlights, Small Computer). [2] Disadvantages: Cybershell Body [-15]; No Legs (Wheeled) [-20]; No Sense of Smell/Taste [-5]; Numb [-20]; Restricted Diet (Very Common, liquid fuels) [-10]. Quirks: Cannot Float. [-1] Features: Double external cycle seat; Individuals of the same model closely resemble each other. Cost: $36,200 + computer. LC 4. Models Zixingche "Caihong" (+5 Point): The Caihong comes equipped with a liquid crystal skin, which allows it to change its coloration, for those people who have a hard time deciding what paint color they want. Add Chameleon 1 [5]. $54,300 LC 4. 185 points. Zixingche "Daochu" (+10 Points): Even when equipped with off-road suspension, wheels, and steering, the Zixingche can't operate everywhere, but the Daochu is designed to have less trouble with terrain than others. Remove the Road-Bound limitation to the Enhanced Move [+10]. $37,900, LC 4. 190 points. Zixingche "Yiban": (+15 Points): A variant of the Zixingche that features a battery power rather than hydrocarbon power; it's more popular in areas where electricity is cheaper and anti-pollution laws are more common, or with those who want to drive the vehicle around indoors (even modern alcohol-burning engines generate an unhealthy amount of fumes). Replace Filter Lungs with Doesn’t Breathe [20], and change Restricted Diet to Restricted Diet (Very Common, power cells) [-10]; This also reduces its range somewhat; if the Yiban is to see heavy use, it might have its Reduced Consumption advantage reduced to level 2, saving 2 points. $37,700; LC 4. 15 points. |