TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-6702
  Version 1.0 – December 7, 2007
  ®
  Written by PHIL MASTERS
  Edited by ANDREW HACKARD
  Illustrated by ANDY CLARKSON, NEIL COOK, PAUL DALY, JESSE DEGRAFF,
  MATTHEW KRESGE, LOKARIAN, JEREMY MCHUGH, and RAMÓN PÉREZ
  TM
  
  CONTENTS
  2
  INTRODUCTION. . . . . . . . . . . 3
  About GURPS . . . . . . . . . . . . . . . . . 3
  About Transhuman Space. . . . . . . 3
  THE CYBERSHELLS. . . . . . . . . 4
  WEARABLES . . . . . . . . . . . . . . . . . . 4
  Cybertool . . . . . . . . . . . . . . . . . . . . . 4
  Reporter’s Vest . . . . . . . . . . . . . . . . . 6
  DOMESTIC AND UTILITY DEVICES . . 6
  Boatbot . . . . . . . . . . . . . . . . . . . . . . . 6
  “C-Brown” Gardener Shell . . . . . . . 7
  Ro-Ped . . . . . . . . . . . . . . . . . . . . . . . 8
  Shakoosh . . . . . . . . . . . . . . . . . . . . . 9
  Swarmdozer. . . . . . . . . . . . . . . . . . 10
  DATA COLLECTION AND
  EXPLORATION. . . . . . . . . . . . . 11
  Beobachter Data 
  Collection Unit . . . . . . . . . . . . . 11
  Idmon Explorer Aquabot . . . . . . . 11
  Stormchaser. . . . . . . . . . . . . . . . . . 11
  BIOMORPHIC SHELLS . . . . . . . . . . 12
  Cyberdog. . . . . . . . . . . . . . . . . . . . . 12
  Cyberdolphin . . . . . . . . . . . . . . . . . 13
  High Arcadian Centaur. . . . . . . . . 13
  Medusa . . . . . . . . . . . . . . . . . . . . . . 14
  Mini-Snakebot . . . . . . . . . . . . . . . . 14
  Safari Shell (Gazelle). . . . . . . . . . . 15
  Safari Shell (Vulture) . . . . . . . . . . 15
  Treeshell . . . . . . . . . . . . . . . . . . . . . 16
  COMBAT SYSTEMS. . . . . . . . . . . . . 16
  Afrit . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Amphibious RATS. . . . . . . . . . . . . 17
  Ghola. . . . . . . . . . . . . . . . . . . . . . . . 17
  J-56 Ying 
  Transatmospheric UCAV . . . . . 18
  Jump RATS . . . . . . . . . . . . . . . . . . 18
  Jungle RATS. . . . . . . . . . . . . . . . . . 18
  MCS-52. . . . . . . . . . . . . . . . . . . . . . 19
  MCS-64. . . . . . . . . . . . . . . . . . . . . . 19
  Medevac Shell . . . . . . . . . . . . . . . . 20
  Mini Scout-RATS. . . . . . . . . . . . . . 20
  Mini-UCAV . . . . . . . . . . . . . . . . . . . 21
  Seeker Missile . . . . . . . . . . . . . . . . 21
  Smart Torpedo. . . . . . . . . . . . . . . . 21
  Wingbot . . . . . . . . . . . . . . . . . . . . . 22
  SPACE AND EXOTIC
  ENVIRONMENT MODELS . . . . 23
  Aerorover . . . . . . . . . . . . . . . . . . . . 23
  Baikal Cryobot. . . . . . . . . . . . . . . . 23
  Endymion Cybershell . . . . . . . . . . 23
  Gas Giant Aerobot. . . . . . . . . . . . . 24
  Herzberg Cybershell . . . . . . . . . . . 24
  Microgravity RATS . . . . . . . . . . . . 24
  Mining Worm. . . . . . . . . . . . . . . . . 25
  Service Nanosat. . . . . . . . . . . . . . . 25
  Tumbleweed. . . . . . . . . . . . . . . . . . 26
  Venus-Capable Cybershell . . . . . . 26
  Zero-G Stevedore. . . . . . . . . . . . . . 26
  SPECIALIST BIOSHELLS . . . . . . . . . 27
  Calamarine. . . . . . . . . . . . . . . . . . . 27
  Cetapod. . . . . . . . . . . . . . . . . . . . . . 28
  Crocshell. . . . . . . . . . . . . . . . . . . . . 28
  Monitor Monitor . . . . . . . . . . . . . . 28
  Sentient Snacks . . . . . . . . . . . . . . . 29
  Spionfisch. . . . . . . . . . . . . . . . . . . . 30
  Taniwha . . . . . . . . . . . . . . . . . . . . . 30
  Warshark . . . . . . . . . . . . . . . . . . . . 30
  Playtesters: Kyle Bresin, Eric Funk, Kelly Pedersen, Bill Seney,  William H. Stoddard, and Roger Burton West
  GURPS,  Warehouse 23, and the all-seeing pyramid are registered trademarks of  Steve Jackson Games Incorporated. Transhuman Space, Pyramid, Shell-Tech, e23, and the names
  of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. 
  Transhuman Space: Shell-Tech is copyright © 2007 by Steve Jackson Games Incorporated. All rights reserved. 
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, 
  and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage 
  the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  Page Design ❚ PHIL REED and
  JUSTIN DE WITT
  Managing Editor ❚ PHIL REED
  Art Director ❚ WILL SCHOONOVER
  Production Artist ❚ ALEX FERNANDEZ
  Indexer ❚ MONICA STEPHENS
  Marketing Director ❚ PAUL CHAPMAN
  Director of Sales ❚ ROSS JEPSON
  Errata Coordinator ❚ ANDY VETROMILE
  GURPS FAQ MAINTAINER ❚
  STÉPHANE THÉRIAULT
  CONTENTS
  
  INTRODUCTION
  3
  One of the unique features that makes Transhuman Space
  an interesting RPG setting is the widespread use of cybershells.
  Any infomorph character can occupy and operate a wide vari-
  ety of mechanical bodies, even moving between several in the
  course of a single scenario. The variety and pervasiveness of
  cybershells is extremely convenient. An infomorph in the right
  shell can perform an immense variety of tasks.
  A GM who wants to portray life in this setting in detail will
  need information on a wide variety of cybershells. Previous
  Transhuman Space supplements have included templates for
  a goodly number. However, all but the most recent of those
  books were for GURPS Third Edition. Changing Times
  (www.sjgames.com/transhuman/changingtimes/) converted
  Transhuman Space to GURPS Fourth Edition, but only had
  room for templates drawn from the Transhuman Space core
  book. Players and GMs can always use more.
  Shell-Tech includes GURPS Fourth Edition templates for
  every cybershell and bioshell found in every major
  Transhuman Space supplement, as well as several brand-new
  designs and variants. These shells cover every need, from
  household maintenance to extraterrestrial exploration, and
  can be useful in any Transhuman Space campaign. Each of
  them has to be combined with an infomorph to make a com-
  plete character. Changing Times includes a full set of info-
  morph templates. Readers will also need to refer to Chapter 3
  of Changing Times for a number of character features used in
  these templates, including the meta-traits Bioroid Body and
  Cybershell Body, Taboo Traits, Early Maturation, and No Legs
  (Portable).
  About the Author
  Phil Masters has been writing RPG material since 1980,
  GURPS supplements since 1993, and Transhuman Space sup-
  plements since 2002; among other things, he wrote Changing
  Times. He’s in a campaign in which he plays an SAI with the
  personality of a sarcastic English librarian, but that really isn’t
  typecasting.
  ABOUT TRANSHUMAN SPACE
  The Transhuman Space series presents a unique hard-sci-
  ence and high-biotech universe for roleplaying. Set in the Solar
  System in the year 2100, it is a setting rich in adventure, mys-
  tery, and ideological conflict. The core book is Transhuman
  Space, which presents an overview of the setting with game
  mechanics for GURPS Third Edition; other books in the line
  expand on specific aspects of the setting. Changing Times is a
  GM’s guide and Fourth Edition update for the line.
  About GURPS
  Steve Jackson Games is committed to full support
  of GURPS players. Our address is SJ Games, P.O. Box
  18957, Austin, TX 78760. Please include a self-
  addressed, stamped envelope (SASE) any time you
  write us! We can also be reached by e-mail:
  info@sjgames.com. Resources include:
  Pyramid (www.sjgames.com/pyramid). Our online
  magazine includes new GURPS rules and articles. It
  also covers the d20 system, Ars Magica, BESM, Call
  of Cthulhu, and many more top games – and other
  Steve Jackson Games releases like Illuminati, Car
  Wars, Transhuman Space, and more. Pyramid sub-
  scribers also get opportunities to playtest new GURPS
  books!
  New supplements and adventures. GURPS contin-
  ues to grow, and we’ll be happy to let you know what’s
  new. For a current catalog, send us a legal-sized SASE,
  or just visit www.warehouse23.com.
  e23. Our e-publishing division offers GURPS
  adventures, play aids, and support not available any-
  where else! Just head over to e23.sjgames.com.
  Errata. Everyone makes mistakes, including us –
  but we do our best to fix our errors. Up-to-date errata
  sheets for all GURPS releases, including this book, are
  available on our website – see below.
  Internet. Visit us on the World Wide Web at
  www.sjgames.com for errata, updates, Q&A, and
  much more. To discuss GURPS with SJ Games staff
  and fellow gamers, come to our forums at
  forums.sjgames.com. The GURPS Transhuman
  Space: Shell-Tech web page can be found at
  www.sjgames.com/transhuman/shell-tech.
  Bibliographies. Many of our books have extensive
  bibliographies, and we’re putting them online – with
  links to let you buy the books that interest you! Go to the
  book’s web page and look for the “Bibliography” link.
  Page References
  Rules and statistics in this book are specifically for
  the GURPS Basic Set, Fourth Edition. Page references
  that begin with B refer to that book, not this one.
  INTRODUCTION
  
  “And . . . done!” Morag announced with a flourish as the
  cybertool on her left arm withdrew its miniature hands from the
  machine in front of her. She snapped a cover down, heard it
  latch, smiled, and ran a cable from her implant to the battered
  old cybershell’s socket as it powered up.
  “Fine. Will it work?” Felipe didn’t take his eyes away from the
  enclosed dock’s open window as he spoke.
  “Of course it will. I’m already getting nominal readings here.”
  She tapped her right temple. “Well, fairly nominal. It says it’s
  happy. All aboard!”
  Instead of answering, Felipe snapped off a burst from his
  assault pod. Something outside exploded, and a feathered wing
  fragment came through the window as Felipe ducked back.
  “Fake,” he snarled. “I recognized the model. Don’t think that’s
  even a local species here.”
  He began backing towards Morag, still watching the trees as
  he came. Morag began talking to the idiot AI in the machine, and
  a ceramic motor hummed into life. Felipe turned around for just
  long enough to help her push the thing down the slipway and
  into the water, where it turned of its own volition toward the sea.
  Morag quickly attached a towed platform to its hitch.
  “They’re coming!” yelled Felipe, firing off another burst.
  “So move!” yelled Morag, as the boatbot began to churn the
  water with its thrusters. The two agents jumped onto the towed
  platform and hunkered down as the boatbot moved out of the
  dock, quickly picking up speed. Morag risked a glance back and
  saw that a pair of the Colombians’ flashy new Hacha war-shells
  had emerged from the distant trees and were coming on at a run.
  Felipe snapped off a homing missile, but Morag didn’t even
  watch to see if it hit. She was too busy arguing with the boatbot’s
  AI, which was throwing up far too many amber flags in her
  vision – but at least it wasn’t slowing down.
  With a howl of exhilaration, Morag told it to head for the open
  sea.
  THE CYBERSHELLS
  4
  THE CYBERSHELLS
  There are always uses for wearable or hand-portable equip-
  ment. In 2100, much of this gear has some degree of process-
  ing capacity – often enough to enable it to think for itself. Most
  wearable cybershells can be treated as a Wearable Virtual
  Interface (see Changing Times, p. 58), perhaps with a built-in
  tool purchased as a perk, or one or two sensory enhancements,
  but others merit complete templates of their own.
  CYBERTOOL
  129 points
  This is a type of device used by professional and hobbyist
  craftsmen and mechanics who aren’t too proud to employ not
  only the best tools, but also a little AI support in using them.
  The cybershell is a pod-like device, 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 cam-
  eras 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 tac-
  tile 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.) Alternatively, a skilled wearer
  WEARABLES
  Nevertheless he can use Tools, can devise Tools: with these the granite mountain
  melts into light dust before him; he kneads glowing iron, as if it were soft paste;
  seas are his smooth highway, winds and fire his unwearying steeds. Nowhere do
  you find him without tools; without Tools he is nothing, with Tools he is all.
  – Sartor Resartus, Thomas Carlyle (1831)
  
  and a well-trained NAI can become a very effective
  team, each performing part of a task in close coor-
  dination with minimal verbal interplay. Installed
  AIs are often optimized for tool use, and may pro-
  vide features such as Ambidexterity.
  This template represents a professional-grade
  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 pur-
  pose. 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; Sensie, +80%) [9]; Telecom-
  munication (Radio; Sensie, +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.
  Date: 2058. Cost: $1,500 + computer.
  Notes:
  The 
  Compartmentalized 
  Mind
  (Controls) advantage represents the user’s easy
  access to the cybertool’s senses, radio, built-in
  toolkit, and manipulators; this requires a VII or
  equivalent to be used to full effect.
  Variants
  Specialist cybertools have been developed for a
  number of purposes; most of these just add anoth-
  er Accessory perk or two. A few advanced models
  have Extra Arms; these may require specially
  designed AI software.
  THE CYBERSHELLS
  5
  Special Advantages,
  Disadvantages, 
  and Modifiers
  A number of special features appear on several of these templates:
  Arm Modifications
  Cybershells often have special features incorporated in the design
  of their arms, which are evaluated by applying the special enhance-
  ments and limitations normally applied to Extra Arms to a base of
  10 points per arm; see Modifying Beings With One or Two Arms,
  p. B53. This produces advantages and disadvantages such as “Extra-
  Flexible Short Arms [0]” or “Weak Arms (Half Body ST) [-5].”
  Extra Wheels
  A number of these cybershells have the No Legs (Wheeled) disad-
  vantage and also an Extra Wheels advantage. The latter is exactly the
  same as Extra Legs (p. B54), but applies to wheeled characters.
  Sealed (Acid-Resistant)
  Acid-Resistant is a new special enhancement for the Sealed
  advantage. It means that your impermeable layer is chemically high-
  ly resistant to acids. As a result, you are immune to the specific cor-
  rosive effects of acids, including the hostile atmosphere of planets
  such as Venus. This negates the DR-destroying effects of Innate
  Attacks with the Corrosion type which are defined as using acids,
  although they may still do regular damage if they penetrate the tar-
  get’s DR. +40%.
  Short Legs
  Some legged beings – all quadrupeds in this book – can’t kick very
  far, either because they have short legs in proportion to their bodies,
  or because they are simply too small. (Note that even SM-1 or small-
  er creatures can nominally kick at Reach 1.) To reflect this, apply the
  Short limitation for Extra Arms (p. B53) to their Extra Legs advan-
  tage, meaning that they can only kick (or otherwise reach out with
  their feet) to Reach C. This gives them -2 points, which is treated as
  a disadvantage (Short Legs) in these templates for convenience.
  Super Jump (Bouncing Only)
  The Bouncing enhancement to Super Jump first appeared in
  GURPS Powers; this limited version appears in GURPS Supers.
  Figure your jumping distance as usual for the level of Super Jump –
  but you can’t actually jump using this! Instead, whenever you expe-
  rience any fall or collision (deliberate or not), you get a roll against
  the best of your DX, Acrobatics, or Jumping, at -5 per multiple of
  your enhanced jumping Move, or fraction thereof, by which the
  impact velocity exceeds your jumping Move. On a success, you take
  no damage, but rebound with 90% of the impact velocity. -50%.
  Telecommunication (Sonar Comm)
  Telecommunication (Sonar Comm) is a new variant of this
  advantage (introduced in GURPS Powers) which uses modulated
  sonar. The transmission is omnidirectional; base range is 3 miles
  underwater, 50 yards multiplied by air pressure in atm when in air;
  base cost is 10 points.
  
  REPORTER’S VEST
  66 points
  This variant type of Wearable Virtual Interface isn’t actual-
  ly restricted to professional media workers – similar designs
  have military, research, and hobby applications – but that’s
  their best-known use, to the point that the Reporter’s Vest has
  become something of a symbol of the profession. There are
  many variant designs; this template represents the GPSA Chal-
  9c, a popular professional-grade model that is tough enough to
  survive vacuum or underwater operations, but similar (if less
  advanced) designs go back decades.
  The Chal-9c consists of an adjustable nanoweave torso har-
  ness/vest, with rigid modules at waist level holding batteries,
  computer, slots for extra data storage, a radio comms unit, and
  a coolant system to keep both the wearer and the electronics
  comfortable. (It also has plenty of pockets and pouches for
  spare equipment and possessions.) Clusters of cameras, micro-
  phones, and chemosensors, along with short-range lasercom
  and IR comms modules, are mounted around the wearer’s
  neck and on his shoulders, with additional cameras on a head-
  band/earpiece mount (removable without deactivating the rest
  of the system when it would be inconvenient or socially unac-
  ceptable), all giving both a wide field of view and the option to
  record stereo visual and audio signals in a form that gives a
  good impression of direct personal experience for a human.
  Dedicated systems ensure excellent recording quality and res-
  olution. The wearer uses a monocle or “sunglasses” display
  and dual earphones, and may even attach a small nose-plug for
  limited “scent playback”; alternatively, the system can be
  linked to a VII. The vest is rugged enough to act as reasonable
  torso armor for the wearer – not its primary function, but a
  life-saver for many reporters nonetheless. 5 lbs., 2’ in the
  largest dimension.
  Attribute Modifiers: ST-10 [-100]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+5 [10]; Per+2 [10];
  SM-1.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  Compartmentalized Mind 1 (Dedicated Controls) [10]; 
  DR 10 (Can’t Wear Armor, -40%) [30]; Doesn’t Breathe 
  [20]; Infravision [10]; Machine [25]; Night Vision 8 [8];
  Peripheral Vision [15]; Pressure Support 2 [10]; Protected
  Senses (Hearing, Vision) [10]; Reduced Consumption 3
  (Recharge/refuel 
  once 
  a 
  week) 
  [6]; 
  Sealed 
  [15];
  Telecommunication (Cable Jack; Sensie, +80%) [9];
  Telecommunication (Infrared Communication; Reduced
  Range, 1/10, -30%) [7]; Telecommunication (Laser
  Communication; Video, +40%; Reduced Range, 1/10, -30%)
  [17]; Telecommunication (Radio; Sensie, +80%) [18];
  Temperature Tolerance 5 [5]; Ultrahearing [5]; Vacuum
  Support [5].
  Perks: Accessory (Small Computer); Provides wearer with own
  DR as torso armor. [2]
  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 each
  other.
  Date: 2039. Cost: $2,000 + computer.
  Note: The Dedicated Controls advantage represents the fact
  that the wearer can access the vest’s radio and senses, and also
  its vision protection if the wearer is using a “sunglasses” inter-
  face.
  Variants
  Police Vest: The NeoGuarda VY-2 is a similar model pro-
  duced by PolyTacoma Inc. of Seattle and marketed to police
  forces; other similar designs exist. Aside from the sensory
  array’s usefulness in evidence gathering, it has a motorized
  mounting point for a light weapon on the shoulder, enabling
  the installed AI to provide the wearer with fire support. It usu-
  ally runs a specially developed LAI with training in police and
  forensics skills and the ability to monitor images from multi-
  ple cameras and other sensors simultaneously, and even to
  track and engage multiple potential targets – claimed to be a
  potential life-saver in complex and unstable “arrest scenes,”
  but quite controversial among those who don’t trust LAIs with
  guns. Change ST to -4 [-40]; delete the HP modifier; change DR
  to 13 [39]; add Enhanced Tracking 2 (Multiple Lock-Ons,
  +20%) [12]; delete the Laser communication; and change No
  Manipulators to “Arm is actually a Weapon Mount” [-8] and
  One Arm [-20]. (The special enhancement on Enhanced
  Tracking permits the character to take simultaneous Aim
  maneuvers against multiple targets with a single weapon, with-
  out having to point it at any of them; see GURPS Powers.) The
  price is $3,000 + computer, weapon, and the cost of a trained
  LAI which is usually part of the purchase, and the weight is 8
  lbs. 142 points.
  THE CYBERSHELLS
  6
  One of the key features of the Transhuman Space setting is
  that cybershells are not merely widespread – they’re pervasive,
  especially in Fifth Wave areas but also elsewhere. Any ordinary
  “civilian” scene is likely to feature several items with signifi-
  cant built-in processing power, many of them too trivial to
  catch most people’s attention. PCs may purchase these items
  with cash rather than treat them as Allies. However, some
  items do have uses that may become important in plots.
  BOATBOT
  241 points
  This is a floating cybershell designed to perform light mar-
  itime maintenance or inshore search and rescue duties. It can
  also be used as a miniature tug, and similar units have occa-
  sionally been used as transport in infiltration and clandestine
  insurgency actions. It consists of a streamlined shell with a
  small turret on the top that holds a small radar system and a
  DOMESTIC AND UTILITY DEVICES
  
  wide-angle camera array with modest magnification capabili-
  ty, a shrouded propeller at the back, a pair of multi-jointed
  work arms that fold into slots at the sides when moving at
  speed, and a small cargo compartment. The propeller can be
  steered, and the shell also has lateral thrusters, giving good
  low-speed maneuverability; retractable hydrofoils give it a
  decent top speed, and its passive sonar microphones are
  mounted on the foils. Its power comes from a compact ceram-
  ic engine which can burn a wide range of fuels, including gaso-
  line, diesel, and alcohol.
  Boatbots are most likely to be found in coastal areas, har-
  bors, and large rivers. They’re not really suited to open ocean
  use, although this one is reasonably rugged. 300 lbs., 5’ long.
  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.
  Date: 2055. Cost: $30,000 + computer.
  Variants
  DPV: By including a rechargeable air storage tank, improv-
  ing the pressure seals, modifying the sensor array, and reshap-
  ing the hull, a boatbot design of this type can be transformed
  into a useful short-range, self-steering diver propulsion vehicle.
  Change Breath-Holding to Doesn’t Breathe (Oxygen Storage,
  300 times, -10%) [18], raise Pressure Support to 2 levels [10],
  replace the radar with Scanning Sense (Sonar; Extended Arc,
  360°, +125%; Reduced Range, 1/2, -10%) [43], delete the sec-
  ond, conditional level of Enhanced Move, change No Legs
  (Aquatic, Can’t Dive) to No Legs (Aquatic) [0], and replace the
  towing connector with a set of grab handles. This changes the
  price to $35,000. 255 points.
  “C-BROWN” GARDENER
  SHELL
  51 points
  Gardener cybershells of various sorts are widely used by
  parks departments and wealthy homeowners; the Hundegrün
  “C-Brown 3” is a popular larger domestic model. It 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 CYBERSHELLS
  7
  New Disadvantage:
  Reprogrammable 
  (Exposed Controls)
  -10 points
  This disadvantage is a variant of Reprogrammable
  (p. B150). However, it is physical rather than mental,
  as it represents an exposed physical control system. It
  has the same value as the ordinary version, because it’s
  much easier for opponents to exploit, even in combat,
  but the results are much more restricted. It can be
  combined with the ordinary mental version of the dis-
  advantage; Transhuman Space cybershell/infomorph
  characters may have standard Reprogrammable as
  part of their infomorph template and Exposed
  Controls in their cybershell template.
  If you take Reprogrammable (Exposed Controls),
  you have an exposed control panel or switchgear that
  others can use to shut down or activate your main abil-
  ities, if they grapple you or even strike the correct point
  on your body. The GM should usually prohibit you
  from wearing any armor or clothing over this; if you
  are allowed to wear any, it may press on the controls at
  inconvenient moments (i.e., at the GM’s whim), with
  odd results. To be worth points, the controls have to
  include, at minimum, an on/off switch. Other effects
  are possible, but must be the sort of simple, general
  operation that can be associated with throwing a sim-
  ple switch, such as enabling and disabling your inte-
  gral weapons or speech system, or causing a different
  control program to be loaded into a computer brain.
  More complex controls are possible, with the GM’s per-
  mission, but are not worth more points because using
  them will require a long action out of combat, and pos-
  sibly some kind of skill roll. A specific switch is treated
  as a hit location with -5 to hit, and any physical blow
  that does exactly 0 damage or more (after any worn
  armor, if permitted, but before any innate DR) acti-
  vates the control.
  Special Enhancement
  Very Easy Activation: Your Exposed Controls are
  designed to be obvious and extremely easy to activate,
  and doing so has a completely disabling effect on you.
  This may mean a well-marked switch with a hit loca-
  tion penalty of -3 or better, or even a standard voice
  command with no physical contact required. +100%.
  
  The controlling AIs installed in such shells are terribly
  mild-mannered, but something like the C-Brown does have a
  slightly worrying array of built-in clippers and shears that it
  keeps very sharp. Berserk or hijacked gardening shells have
  long been a staple of action-comedy InVids, despite the
  scarcity of actual incidents. Rather than fight too much of an
  hopeless memetic battle, the makers install big, red
  emergency-off buttons on the front and back. These can be
  targeted at -2; hitting either button cuts power to all of the
  shell’s systems except its brain while it settles into a stable
  “sitting” posture. Rebooting the shell is a simple but slightly
  lengthy procedure. These buttons are designed to be extreme-
  ly hard for malicious tinkerers to bypass. 110 lbs., 6’ tall.
  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.
  Date: 2070. Cost: $8,000 + computer.
  RO-PED
  180 points
  This class of vehicles, known as the ro-ped, robobike,
  cyberscooter, and by dozens of other names, is the technolog-
  ical descendant of the light motorized two- and three-
  wheeled urban transports that became popular across much
  of the globe in the second half of the 20th century. However,
  increasing technological sophistication grants additional
  capabilities; in 2100, these are no longer simply vehicles.
  With built-in intelligence, a ro-ped can drive itself if nec-
  essary (though many owners like to drive themselves, when
  this is legal or they can get away with it). “Work arms” enable
  it to pick up and pack cargo for itself, run other errands with-
  out a human operator (sometimes including light work such
  as gardening), and perform routine maintenance on itself.
  (Most ro-peds don’t need enough regular work to qualify for
  the Maintenance disadvantage, but those that do – usually
  because they’re old and run down – need more if they don’t
  have arms.) In order for these machines to be stable at low
  speeds, they have three wheels rather than two. (Two-
  wheeled motorcycles still exist in 2100, but usually for long-
  range high-speed touring rather than as urban runabouts.)
  The borderline between personal transport and medium-
  sized civilian utility cybershell is thus becoming increasingly
  blurred. Still, any PCs who acquire ro-peds will probably buy
  them for cash and treat them as simple machines – but they
  can make serviceable cybershell Allies.
  In Fourth and Fifth Wave cities, ro-peds represent cheap
  personal transport for the young and the (relatively) poor.
  Fourth Wave citizens are more used to thinking of short-
  range personal travel as necessary; in Fifth Wave areas, a ro-
  ped is almost always primarily a toy. Third Wave city streets
  are frequently full of ro-peds, sometimes serving as a whole
  family’s only form of transport; these are generally older
  models, kept running by diligent or improvisational mainte-
  nance work. Many are purchased (or stolen) in more
  advanced areas by dealers who ship them overseas for
  second-hand sale. Several older designs have been flagrantly
  pirated by manufacturers in the TSA.
  The template below represents the CIT “Arlesienne” mk.
  III, the most popular model in CIT/Provençale’s cyberscooter
  range. With aluminum bodywork over a steel alloy frame, the
  Arlesienne is designed to be about as sleek and stylish as a
  three-wheeled urban transport can probably hope to manage.
  Typically sold with a cheap computer (cost $100) that is pre-
  loaded with a standard NAI-5 trained in Driving
  (Motorcycle)-10 and Mechanic (Motorcycle)-10 (software
  cost $1,100), it uses system architecture and interfaces based
  on a well-established, even slightly outdated industry open
  standard. This makes the model popular with hobbyist cyber-
  hackers who tinker with the software and often the proces-
  sor; while this brings few additional sales directly, it gives the
  Arlesienne a degree of “cool” in wider markets – exactly as the
  company’s memeticists planned.
  Note that a driver and passenger count as encumbrance
  when carried – determine or estimate their weight as
  required – but luggage in the generous internal compartment
  does not. This ro-ped uses a ceramic engine that usually
  burns alcohol; a full tank of fuel costs around $1 and is good
  for 11 hours driving at full speed, or about twice that in more
  normal use. (The engine can also run on other fuels, includ-
  ing expensive gasoline, which does give better mileage.) 270
  lbs., 5’ long.
  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.
  Date: 2060. Cost: $3,600 + computer.
  THE CYBERSHELLS
  8
  
  Variants
  A wide range of different models can be represented by
  minor changes to this template:
  Battery Power: This option is popular in more advanced
  regions, where there are cheap, reliable electricity supplies
  and often significantly tighter anti-pollution laws. It also
  tends to be popular with users who want to drive the ro-ped
  indoors; even 2100-era alcohol-burning engines generate
  some unhealthy exhaust fumes. Replace Filter Lungs with
  Doesn’t Breathe [20], and change Restricted Diet to
  Restricted Diet (Very Common, power cells) [-10]; this adds
  15 points to the total cost, and also changes the price to
  $3,900 + computer. This also reduces its range somewhat; if
  the ro-ped is to see heavy use, it might have its Reduced
  Consumption advantage reduced to level 2, saving 2 points.
  One Arm: Manipulator arms actually contribute a fair
  amount to the cost of a ro-ped, to the extent that several man-
  ufacturers were surprised at how popular they proved when
  they were first introduced – it turned out that people were
  prepared to pay quite a lot for a vehicle that could maintain
  itself and help carry the shopping. Hence, there are quite a
  few cheaper models around with only one. Add One Arm 
  [-20]; this reduces the cost by $750.
  No Arms: For a more extreme saving, give the ro-ped No
  Manipulators [-50]; this reduces the cost of the cybershell by
  $1,500.
  Bad Grip: A compromise can involve using cheaper, low-
  dexterity manipulator systems, though this is generally seen
  as losing too much functionality for too little cost reduction.
  Add two levels of Bad Grip [-10] and reduce cost by $750.
  Some badly maintained ro-peds acquire this problem over a
  lifetime of use.
  Liquid Crystal Skin: Liquid crystal “paint” is popular with
  wealthier users who can’t decide on their favorite color, and
  is also sometimes acquired by anyone who has to use a ro-
  ped for clandestine operations; it costs $800. Add one level of
  Chameleon [5] and a Perk (Variable surface color; a neat gim-
  mick that may give a small bonus to, e.g., Shadowing rolls, at
  the GM’s option, if the ability to look like a different ro-ped is
  useful.) [1].
  360° Vision Software: The ro-ped has cameras giving 360°
  coverage, but a typical controlling AI’s visual analysis systems
  can usually only handle a limited fraction of this at any given
  time; hence, the template only has Peripheral Vision. Some
  recent models have superior software or firmware that
  changes this to 360° Vision, adding 10 points to the template
  total. Increase the cost by $500.
  All-Terrain Capability: Even with off-road wheels, steering,
  and suspension, a ro-ped can’t actually operate everywhere,
  but some variants have markedly less trouble with difficult
  conditions than others. While popular with some recreation-
  al users, such enhancements are mostly intended to make a
  ro-ped more useful as a general-purpose cybershell. Remove
  the Road-Bound limitation from another level of Enhanced
  move for +10 points, and add $1,300 to the price and 20 lbs.
  to the weight.
  SHAKOOSH
  see Broken Dreams, p. 124; 161 points
  A nonhumanoid shell with four legs and four arms, much
  used by SAIs in the Caliphate.
  Attribute Modifiers: ST+1 [10]; DX+1 [20]; HT+1 [10].
  Advantages: 360° Vision [25]; Absolute Direction [5]; Doesn’t
  Breathe [20]; DR 5 (Can’t Wear Armor, -40%) [15]; Extra
  Arms 2 [20]; Extra Legs (4 legs) [5]; Infravision [10];
  Machine [25]; Stretching 1 (Only to elevate body, -50%)
  [3]; Telecommunication (Cable Jack; Video, +40%) [7];
  Telecommunication (Infrared Communication) [10];
  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 (Very Common, power cells)
  [-10].
  Date: 2070. Cost: $20,000 + computer.
  Note: The Stretching advantage represents the Shakoosh’s
  ability to effectively extend its legs by up to about 3’ to look
  over barriers, step over obstacles, work on raised tasks, etc. It
  cannot increase its combat reach this way.
  THE CYBERSHELLS
  9
  The Ro-Ped as a Vehicle
  A ro-ped as described by this template has the following details as a vehicle in GURPS terms:
  ST/HP
  Hnd/SR HT
  Move
  LWt
  Load
  SM
  Occ
  DR
  Range
  Cost
  Locations
  25
  +1/2
  10
  1/30*
  0.36
  0.2
  0
  1+1
  4
  800
  $4K
  E3W2A
  See pp. B462-463 for an explanation of this format. Most
  internal combustion engine vehicles are rated as flammable,
  but the ro-ped is a high-tech design carrying a small amount
  of only moderately flammable fuel in a well-protected tank,
  and so doesn’t really qualify for this problem unless the GM
  wants to be cruel. Use of electrical batteries rather than
  alcohol fuel eliminates any question of flammability; how-
  ever, it also reduces Range to 240.
  As indicated, this is essentially a road-bound vehicle, but
  it can manage an off-road speed of 5. All performance is for
  when the ro-ped is laden with two riders and their luggage;
  with just a driver, it has gSpeed 37, gAccel 2, and off-road
  speed 6; completely unladen, these figures rise to gSpeed 50,
  gAccel 2, and off-road speed 12. Double all off-road speeds
  for the All-Terrain version.
  
  SWARMDOZER
  see Deep Beyond, p. 120; 51 points
  A miniature “civil engineering” shell, usually used in close-
  ly collaborating groups.
  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.
  Date: 2040. Cost: $1,600 + computer.
  Notes: This type of swarmdozer’s radioisotope supply is
  assumed to need a small amount of replenishment once per
  month, when it receives its routine maintenance. (Other mod-
  els may use different power systems and hence have other
  advantages and disadvantages, especially if they were designed
  purely for use on Earth, without this type’s full range of 
  capabilities.)
  THE CYBERSHELLS
  10
  The process of automating housework, which began in
  the 19th century, received a massive boost in the 21st with
  the development of autonomous AI. In Fifth Wave areas in
  2100, it’s advanced to the point where regular household
  maintenance now has something in common with earlier
  eras; the householder issues orders to a staff of “servants”
  who do all the physical work, and his main concern is one
  of management. Of course, a householder can delegate
  much of that to a superior servant – the housecomp – 
  but such a controller has to be smart, flexible, and trust-
  worthy.
  Typically, the housecomp itself is a static system, often
  a cheap microframe, though a small computer may be
  more than adequate. Large or wealthy houses have slight-
  ly more powerful systems. This in turn either teleoperates
  an array of small, mobile, specialist cybershells that are
  built to fetch, carry, and clean, or supervises them while
  they’re operated by lesser AIs. It’s also accustomed to inter-
  facing with wearable or implant systems belonging to
  members of the family, sharing data about appointments
  and requirements at every opportunity; many people bare-
  ly draw a distinction between wearable and housecomp, as
  each system knows what the other does, though teenagers
  are notoriously prone to order their wearables to keep
  secrets from the house. The housecomp also typically has
  control of an array of static devices such as washing
  machines, dishwashers, and ovens, and has fixed effectua-
  tor arms, especially in the kitchen. Many cooking and food-
  handling tasks are more easily handled that way than by
  small, low-strength shells, and large mobile shells are
  expensive and get in the way of human inhabitants. It will
  also have a large array of sensors scattered around the
  house, enabling it to respond quickly to orders and to man-
  age security.
  General-purpose mobile shells are typically found at the
  top and bottom of the market, while specialist domestic
  devices are characteristic of mid-price house systems. A
  less wealthy homeowner may have one or two general-
  purpose shells, usually volkspiders or similar, which can
  operate non-automated cooking and cleaning equipment;
  someone with a little more money will acquire several
  more shells – one to clean, one to garden, one to cook, and
  so on – each probably fitted with integral tools for its task.
  A wealthy householder will probably also have such spe-
  cialist shells, but they’ll keep quietly in the background; the
  most visible “servants” in such a home will be showy, intel-
  ligent, versatile units, often humanoid in form and with
  distinctive personalities.
  Typically, all but the most extravagant mobile servant
  shells and the occasional “personal companion” have NAI
  systems, if they’re not just teleoperated by the housecomp;
  there’s little need for anything more expensive or versatile.
  The housecomp may also be an NAI, if the owner is con-
  tent for it merely to obey orders (or if he has an LAI wear-
  able or companion to manage more complex issues), but
  most people who can afford such things prefer low-sapient
  systems, which can anticipate problems, adapt to new sit-
  uations without being told, and hold a conversation of
  sorts. SAI housecomps are rarer, even in areas where SAIs
  are classed as property and people can afford them; apart
  from anything else, a housecomp typically monitors events
  in every part of the house, all the time, and not everyone is
  comfortable having a sapient observer to all their personal
  activities. (Indeed, many people will tell an LAI or even an
  NAI to shut down its nearby cameras while they’re in the
  bathroom or at other private times.) Still, the fully sapient
  house is a symbol of enviable wealth to many people – and
  the sapient housecomp that is notably smarter than any-
  one else in the house is becoming a popular comedy image.
  The Robotic House
  
  DATA COLLECTION
  AND EXPLORATION
  THE CYBERSHELLS
  11
  Often, a cybershell’s primary function is simply to use its
  senses – which may be substantially beyond the human.
  Media/reporting, scientific, police oversight, and low-level mil-
  itary recon tasks all have comparable requirements. Often,
  identical or closely similar cybershell models are sold into a
  range of different markets. Note that some of the templates in
  the section dedicated to Space and Exotic Environment
  Models (pp. 23-27) are also partly or primarily intended for
  exploration purposes.
  BEOBACHTER DATA
  COLLECTION UNIT
  91 points
  The Beobachter is designed for use as a general-purpose
  “robot cameraman.” It is widely employed by news-gathering
  teams and also for live-action InVid recordings. It’s also
  favored by scientific researchers who need to record a broad
  range of data inputs instead of, or as well as, more specialist
  material. It has better endurance and more sensors than a
  buzzbot, and provides a more stable platform in strong winds.
  Physically, the Beobachter is a fairly simple legged cyber-
  shell, designed to have roughly the same physical height as a
  human being, at least partly so sensory recordings it captures
  can be edited into convincing “character viewpoint” InVids. It’s
  not humanoid, though; its camera and sound recording sys-
  tems and some other sensors (e.g., scent analyzers) are
  installed in an ovoid box studded with lenses and sensors,
  which in turn is mounted on a cylindrical body with a many-
  jointed walking tripod base and a couple of short, flexible work
  arms. The result is a spindly, comical appearance, beloved of
  cartoonists, but the Beobachter is actually quick and agile,
  with internal gyroscopes giving it Perfect Balance. 60 lbs., 6’
  tall.
  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];
  Short Arms [-10].
  Quirks: Has a Neck hit location, but no special vulnerabilities
  there. [-1]
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2076. Cost: $15,000 + computer.
  IDMON EXPLORER AQUABOT
  see Under Pressure, p. 97; 120 points
  A teardrop-shaped self-mobile underwater camera.
  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.
  Date: 2055. Cost: $80,000 + computer.
  STORMCHASER
  see Broken Dreams, p. 124; 374 points
  A rugged flying shell which can fly through the heart of a
  tornado and bring back experience recordings.
  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 ¥20,
  +40%) [63]; Telecommunication (Cable Jack; Video, +40%)
  [7]; Telecommunication (Laser Communication; Video,
  +40%) [21]; Telecommunication (Radio; Video, +40%;
  Increased Range ¥5, +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.
  Date: 2097. Cost: $340,000 + computer.
  Note: This conversion assumes that the Stormchaser runs
  on retractable wheels when on the ground. It’s also assumed to
  use a hydrocarbon-fuelled engine, with filters to protect the air
  intake from dust and debris while in action. It can go for a
  good 6 hours before refueling if it’s taxiing on the ground or
  flying at low speeds, but this drops to 2 hours (i.e., fuel con-
  sumption approximately triples) when operating at full speed.
  THE CYBERSHELLS
  12
  The cybershells detailed in this section are not organic;
  bioshells are treated separately (pp. 27-28). Rather, biomorphic
  shells simply look like living creatures, at least to casual inspec-
  tion. Some also attempt to sound and even smell like the crea-
  tures they emulate. A cyberdoll is a classic example of a high-
  quality biomorphic shell, where the living thing it emulates
  happens to be a human being.
  The quality of the imitation can vary enormously, from
  robots that look like something alive when glimpsed at a dis-
  tance, through reasonable but explicitly incomplete models, to
  ones that require specialist close examination or a truly expert
  eye to spot. (Few designers bother faking breathing and heart-
  beat, but they can do so if they want.) However, TL10 scientif-
  ic, medical, and even security scanners use a wide array of
  senses, operate to high levels of resolution, and often probe
  beneath the skin of their subjects; it’s extremely hard to fool any
  such system while using inorganic materials, and even
  bioshells with small cybernetic implants are usually spotted by
  professional security measures. A few biomorphic shells actu-
  ally model imaginary species, and however “lifelike” a robot
  gryphon might be, most people in 2100 can immediately guess
  what it is.
  Reasons for cybershells to be designed this way vary enor-
  mously, from scientific research and teletourism (a biomorphic
  shell can often infiltrate groups of wild animals without 
  disturbing their usual behavior patterns), through simple aes-
  thetics or emotional appeal (many people still feel more com-
  fortable dealing with a humanlike face or a furry quadruped
  than a walking statue or a metal spider), to hostile infiltration (a
  biomorphic shell can’t penetrate serious security, but it may well
  be able to get closer before the alarm sounds). Humanoid shells
  can also use most equipment made for humans, but they don’t
  have to be particularly convincingly biomorphic for this.
  CYBERDOG
  see Fifth Wave, p. 121; 95 points
  A robot dog, usually employed as a domestic helper.
  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].
  BIOMORPHIC SHELLS
  
  Perks: Accessory (Small Computer); Fur. [2]
  Disadvantages: Cybershell Body [-15]; Quadruped [-35];
  Restricted Diet (Common, any one liquid fuel) [-20]; Short
  Legs [-2].
  Quirks: Has a Neck hit location, but no special vulnerabilities
  there. [-1]
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2063. Cost: $13,000 + computer.
  Variants
  The usual canine shape for this type of shell is just a pop-
  ular but arbitrary option; people like and trust dogs.
  However, some purchasers have other tastes or requirements,
  and many low-production variants and custom builds appear
  occasionally. In some cases, the difference from the common
  canine design (or rather, designs – cyberdogs may resemble
  German shepherds, Great Danes, St. Bernards, Irish setters,
  or large mongrels or fanciful imaginary breeds) is negligible,
  but in others, the changes are enough to modify the GURPS
  game mechanics. In all cases, adjust the template point cost
  appropriately.
  Custom Appearance: Simply eliminating the listed feature
  adds about $1,000 to the price. This may also include deleting
  the Fur perk, possibly replacing it with a feature such as
  pseudo-reptilian scales or another perk, “Feathers” or “Heavy
  Scales,” with minor benefits much like Fur. This can represent
  anything from a shell made to look like a unique dog or a small,
  cute bear with blue feathers, to a really exotic and bizarre cyber-
  creature.
  It’s hard to make a robot animal handsome enough to have
  any special appeal to anyone, but a few units have been sculpt-
  ed into sinister or threatening forms, out of perverse aesthetics
  or to make them more threatening as “guard beasts.” Changes
  to eliminate the feature can also make the shell’s appearance
  Unattractive [-4] or Ugly [-8] for no extra cost; eliminating the
  feature (or creating a low-production special model) and
  adding Hideous [-16] or Monstrous [-20] Appearance adds
  about $1,500 to the price. The controlling AI should really be
  trained in Intimidation skill to make this worthwhile.
  Disarmament: Eliminating the cyberdog’s “natural” weapons
  (the Claws and/or Teeth advantages) is a moderately common
  order for householders who want a robot toy but are nervous
  about having anything sharp around their children; it adds a
  nominal amount to the price and possibly a few days to deliv-
  ery time.
  Speed: Another moderately common variant type usually
  takes a physical form modeled on a greyhound or a cheetah,
  trading physical strength for running speed, often so that the
  cyberdog can be raced as a hobby. Add ST-2 [-20] and an extra
  level of Enhanced Move (Ground) [+20]; this adds $1,500 to the
  cost.
  Extra Weaponry: It’s easy enough to add more sharp compo-
  nents to this shell’s basic pattern, and this is sometimes done
  for purchasers who want a more dangerous household guard.
  However, it’s is not especially popular; there may be legality
  issues (the unit may become LC3 or even 2), and anyone who
  wants a real cybershell weapon will be looking for something
  much more powerful. Hence, such changes require relatively
  expensive special orders. Upgrading the Claws to Talons [8]
  costs $400; changing Sharp Teeth to a Sharp Beak [1] or Fangs
  [2] costs $300; adding Short Spines [1] costs $200. It’s also fair-
  ly easy to make the shell’s outer skin a little tougher; replacing
  the Fur perk with an extra point of Damage Resistance (with
  the standard limitations for this shell) [+2] costs $500. Any such
  change has to be accompanied by some kind of appearance
  change, with a reduced Appearance level – a heavily armed
  cyberdog looks odd at best, very sinister at worst.
  Example: A custom-built “robot monster” shell resembling a
  reptilian beast (Monstrous Appearance), complete with knife-
  like claws (Talons), saber-teeth (Fangs), and a leathery “hide”
  (no Fur, DR 4), has a template cost of 88 points and a cash price
  of $15,700.
  CYBERDOLPHIN
  see Under Pressure, p. 97; 147 points
  A marine utility shell in the shape of a dolphin.
  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]; Weak Arms (Half Body ST) [-5].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2070. Cost: $98,000 + computer.
  HIGH ARCADIAN CENTAUR
  see In the Well, p. 85; 110 points
  A robot centaur, built for the High Arcadia theme park.
  Attribute Modifiers: ST+2 (Size, -10%) [18]; HT+2 [20].
  Secondary Characteristic Modifiers: SM+1.
  Advantages: Appearance (Attractive) [4]; Claws (Hooves) [3];
  DR 5 (Can’t Wear Armor on lower body, -20%; Flexible, 
  -20%) [15]; Enhanced Move 1 (Ground) [20]; 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].
  Perks: Accessory (Compact Mainframe Computer); Sanitized
  Metabolism. [2]
  Disadvantages: Cybershell Body [-15]; Restricted Diet
  (Occasional, Specially selected high-energy “fuel foods”) 
  [-30].
  Features: Fairly close emulation of organic life – partial light
  fur, may even be able to fake sweating and bleeding, etc.
  Date: 2085. Cost: $100,000 + computer.
  THE CYBERSHELLS
  13
  
  MEDUSA
  see Toxic Memes, p. 88; 18 points
  A fashionable wearable cybershell that makes the wearer
  look like the legendary medusa.
  Attribute Modifiers: ST-9 [-90]; HT+2 [20].
  Secondary Characteristic Modifiers: SM-4.
  Advantages:
  360°
  Vision (Easy to Hit, -20%) [20];
  Compartmentalized Mind (Dedicated Controls) 1 [10]; DR 1
  (Can’t Wear Armor, -40%) [3]; Doesn’t Breathe [20]; Doesn’t
  Eat or Drink [10]; Extra Arms 6 (Extra-Flexible, +50%; No
  Physical Attack, -50%; Short, -50%) [30]; High Manual
  Dexterity 3 [15]; Injury Tolerance (No Brain) [5]; Machine
  [25]; Telecommunication (Cable Jack; Video, +40%) [7];
  Telecommunication (Infrared Communication; Reduced
  Range, 1/10, -30%) [7]; Telecommunication (Radio; Video,
  +40%; Reduced Range, 1/5, -20%) [12].
  Perks: Accessory (Tiny Computer). [1]
  Disadvantages: Cybershell Body [-15]; Deafness [-20]; Extra-
  Flexible Short Arms w/No Physical Attack [-10];
  Maintenance (Mechanic skill, 1 person, Monthly) [-2]; No
  Legs (Portable) [-30].
  Features: Individuals of the same model resemble each other.
  Date: 2094. Cost: $500 or more + computer.
  Notes: The original template for this shell assumed that two
  of the Medusa’s snakes functioned as legs, enabling it to walk,
  albeit slowly. However, given that it is comprehensively entan-
  gled with the wearer’s hair when in use, this isn’t very relevant;
  this treatment assumes that all eight snakes function as arms.
  (Any entity with No Legs (Portable) and functioning arms can
  drag itself around when not held back, albeit slowly and inef-
  ficiently, at the GM’s discretion.) The Medusa’s power require-
  ments are so low (annual replacement of a cheap power cell)
  that it easily qualifies for Doesn’t Eat or Drink.
  Remember that a Medusa can only be worn by someone
  with a VII; the wearer’s access to its senses (the “Dedicated
  Controls”) must be through that. Likewise, the Medusa can use
  the VII’s close link to the wearer’s brain and body to assess her
  emotional state; if its controlling software is programmed to
  make the “snakes” reflect her mood, that is a Feature of the AI.
  The standard configuration for a Labyrinth Designs
  “Gorgon II” features a Cheap Compact Tiny Computer ($40)
  running an NAI-4 ($250, 29 points) with Modular Abilities
  (Computer Brain) 3 (2, 2, 2) (Limited Integration, -20%; Skills
  and Languages Only, -10%) [30] included in the AI price and
  Fashion Sense [5] adding $500, a Duty to the wearer on 15 or
  less [-15], and two Complexity 3 skill set programs, Acting
  (specialized in snake-hair behavior) at IQ+1 and Professional
  Skill (Hairstylist) at DX, costing $50 each. This complete 
  system costs $1,390 off the shelf, and represents a 71-point
  character.
  Variants
  The above is an eight-armed Medusa; each “snake” added to
  a more expensive model adds 5 points to the template cost.
  Medusas with built-in weaponry (probably fictional) would
  add Accessory perks (a drug injector and/or short-range spray
  gun) and possibly a few points of Payload for drugs, poisons,
  or nanoweapons. They could also eliminate the No Physical
  Attack limitation from some or all of their “arms,” at a cost of
  5 points per snake, and perhaps add Claws (Sharp Claws) [5].
  However, their teeth could never be long enough to rate as
  Talons, and they’d also need considerable, possibly infeasible,
  Striking ST to inflict useful amounts of damage. They’d also
  need controlling AIs trained for combat, probably with
  Brawling or Liquid Projector skill.
  MINI-SNAKEBOT
  -13 points
  “Mini-snakebot” cybershells were originally created as toys,
  appearing when cybernetic engineers managed to emulate a
  snake’s method of locomotion in a cheap, reliable mechanical
  body. Today, however, they’re sometimes used for espionage
  and infiltration; they’re good at slipping through ventilation
  ducts and other small spaces, and if they’re spotted, they will
  usually be ignored, or at least treated simply as wild animals.
  (This can lead to them being hunted and attacked, but at least
  it doesn’t provoke immediate suspicion – and if they can slip
  away into a wilderness area, they may escape entirely.) This
  template represents the NUK “Nehebkau,” a model which has
  functional “fangs” – a built-in drug injector, holding up to three
  doses.
  Nehebkaus are rather too obviously useful as assassination
  devices, so they aren’t generally sold into the domestic market;
  treat them as LC3 or worse, and they may attract a lot of suspi-
  cion. However, a few eccentric civilian owners carry one or two
  as holdout weapons, literally up their sleeves, and they may also
  be used in wildlife management, as a way to deliver injections
  to large animals for tranquilization or medical treatment.
  Similar models (without fangs) are often used for practical
  jokes or in the entertainment industry; theatrical companies
  often have one in the props box for use in productions of
  Anthony and Cleopatra. 2 lbs., 3’ long.
  Attribute Modifiers: ST-7 [-70]; HT+1 [10].
  Secondary Characteristic Modifiers: SM -2; Basic Move-1 [-5].
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  DR 1 (Can’t Wear Armor, -40%) [3]; Doesn’t Breathe [20];
  Infravision [10]; Machine [25]; Peripheral Vision [15];
  THE CYBERSHELLS
  14
  
  Pressure Support 2 [10]; Reduced Consumption 3 (Recharge
  once a week) [6]; Sealed [15]; Telecommunication (Cable
  Jack; Video, +40%) [7]; Telecommunication (Radio; Video,
  +40%) [14]; Temperature Tolerance 5 [5]; Vacuum Support
  [5].
  Perks: Accessories (Tiny Computer, Drug Injector). [2]
  Disadvantages: Cybershell Body [-15]; Invertebrate [-20];
  Maintenance (Electronics Repair and Mechanic skills, 2
  people, Monthly) [-4]; No Sense of Smell/Taste [-5];
  Restricted Diet (Very Common, power cells) [-10];
  Vermiform [-35].
  Features: Standardized physical design.
  Date: 2048. Cost: $450 + computer.
  Note: Most mini-snakebots are designed to resemble some
  natural species; if they’re seen, they may be treated as possibly
  dangerous wild animals. If they’re identified, they’re likely to
  be regarded as sinister espionage gadgets. Hence, even if
  they’re operated by an LAI rather than an NAI, they may
  change that template’s Social Stigma (Valuable Property) to
  Subjugated, reflecting the worse treatment they can expect, for
  a net -10 points. One that’s made to look blatantly unnatural
  (with, say, metallic skin) will attract less hostility, but is of
  course far less suitable for infiltration purposes.
  Variants
  For a model without fangs, delete the relevant perk, reduc-
  ing the template cost by 1 point, and reduce the cost to $400.
  Maintenance Snake: Miniature “tech-snake” shells are
  sometimes used for inspection and repair tasks in confined
  spaces, especially when the work needs more strength than a
  microbot swarm can provide. These aren’t usually designed to
  look like real snakes. A typical model is similar to the
  Nehebkau, but increase HT to +2 [20], add High Manual
  Dexterity 4 [20], Microscopic Vision 3 [15], Sensitive Touch
  [10], 
  and 
  two 
  Accessories 
  (Built-In 
  Torch 
  and
  Micromanipulation Tools), and delete the drug injector. This
  type can also act as a formidable saboteur! Cost is $1,200 +
  computer; template value is 43 points.
  SAFARI SHELL (GAZELLE)
  see Broken Dreams, p. 124; 61 points
  Used by tourists and zoological researchers, this shell can
  pass as an ordinary African gazelle.
  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].
  Features: Close visual emulation of real animal; Individuals of
  the same model resemble each other.
  Date: 2072. Cost: $55,000 + computer.
  Notes: Being based on various medium-sized or small
  gazelle species, this cybershell is about 4’ long and weighs 60
  lbs. The computer type is changed from Broken Dreams; a
  microframe-sized computer isn’t really needed, and would add
  to the weight, which in turn would affect price and perform-
  ance. Emulating natural gazelle behavior means that it has to
  keep in motion most of the time, obliging it to refuel slightly
  more often than the vulture-based shell (below), despite a
  slightly larger fuel tank, but not often enough to qualify for the
  Increased Consumption disadvantage – it returns to its home
  station three or four times a day.
  Variations: Some safari shells have upslink interfaces;
  change the Video enhancement on both the Cable Jack and the
  Radio to Sensie (+80%), increasing the template cost by 6
  points.
  SAFARI SHELL (VULTURE)
  see Broken Dreams, p. 124; 62 points
  Another tourism/research shell in the shape of a common
  wild creature.
  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].
  Features: Close visual emulation of real bird; Individuals of the
  same model closely resemble each other.
  Date: 2072. Cost: $85,000 + computer.
  Notes: Modeled on some of the larger Old World vulture
  species, this cybershell is just under 4’ long, with a wingspan a
  little under 9’; hence, while it is SM -1 when on the ground,
  anyone shooting at it in flight can treat it as an SM +1 target.
  It weighs 25 lbs., including the small computer, slightly more
  than a real vulture. (As with the gazelle safari shell, the com-
  puter type is changed from Broken Dreams.) It uses a minia-
  ture fuel cell, and when in flight, it can spend most of its time
  gliding; as with a real bird, this makes it efficient in its energy
  use, so it only requires refueling a couple of times a day, unless
  it has to land and take off frequently. Its feet aren’t engineered
  to function as strikers or grippers in any way (although like a
  real vulture, it can run fairly well), and its wings are too flim-
  sy and inflexible to act as strikers – hence it has the full No
  Manipulators disadvantage.
  THE CYBERSHELLS
  15
  
  Variations: As with the gazelle type, some safari shells have
  upslink interfaces; change the Video enhancement on both the
  Cable Jack and the Radio to Sensie (+80%), increasing the tem-
  plate cost by 6 points. The “Survey Shell” version (see Broken
  Dreams) adds another Accessory, specifically a “biosampler”
  system, and also incorporates a compact microframe comput-
  er. To compensate for the extra mass, the survey shell has
  slightly more advanced power and flight systems. This adds 1
  point to the template cost and $15,000 to the cash price (plus
  the cost of the superior computer).
  TREESHELL
  -105 points
  Technically, the Hildesheim Bios Baumcomputer-Q3 could
  be classed as a bioshell; much of its structure is organic, and it
  even uses biological processes as an ancillary source of energy.
  On the other hand, those organic components are, well, wood.
  This is, in fact, a small tree with a specially adapted com-
  pact microframe computer embedded within its trunk. It is a
  static system that blends in very well with its environment,
  making it useful for environmental monitoring or security sys-
  tems supervision. Multiple cameras and other sensors (and a
  data cable connection port) are subtly hidden within the shape
  and the bark texture, and the shell can be made to match a
  variety of natural tree species. Spotting it for an oddity
  requires deliberate inspection and a Per-based Biology
  (Botany) or Naturalist roll at -4, or a similar roll at -12 if the
  observer is just passing casually and doesn’t have any reason to
  suspect anything. The genetically manipulated woody materi-
  al uses photosynthesis primarily to maintain its own structure,
  although a chemical process extracts some energy to help keep
  the computer’s reserve batteries topped up. Mostly, though, the
  circuitry draws power through a buried cable that runs to a
  generator or large battery package.
  A treeshell is usually planted with the help of microbots and
  other tools that replace and pack soil around its roots once it’s
  in place. (It’s more tolerant of such treatment than any unmod-
  ified tree.) The manufacturers supply extensive guidelines for
  the task. At least 350 lbs. and 8’ tall (but see the note).
  Attribute Modifiers: ST-10 [-100]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+12 (Size, -10%) [22];
  SM+1.
  Advantages: 360° Vision [25]; DR 10 (Can’t Wear Armor, -40%;
  Semi-Ablative, -20%) [20]; Doesn’t Breathe [20]; Infravision
  [10]; Machine [25]; Telecommunication (Cable Jack; Sensie,
  +80%) [9]; Telecommunication (Radio; Sensie, +80%) [18];
  Ultrahearing [5].
  Perks: Accessory (Microframe Computer). [1]
  Disadvantages: Cybershell Body [-15]; Fragile (Combustible) 
  [-5]; Increased Consumption 3 (1 hour endurance if
  detached from power) [-30]; No Legs (Sessile) [-50]; No
  Manipulators [-50]; Numb [-20]; Restricted Diet (Very
  Common, electrical power supply) [-10].
  Features: Looks like a tree.
  Date: 2081. Cost: $2,500 + computer.
  Note: The treeshell is actually rather taller and wider than
  the listed height and SM values imply; however, most of this
  extra size consists of outer branches and leaves, which have no
  particular importance to the computer; an attacker can destroy
  most or all of this matter without affecting its function in any
  way. Damaged vegetable material can be repaired using a
  biotech kit supplied by the manufacturer; it even has a very
  limited ability to regenerate and repair itself, like any tree, but
  this is slow and unreliable enough to be treated as a special
  effect, balanced by the system’s vulnerability to herbicides,
  defoliants, and natural pests and parasites (any of which can
  trash the “tree” without harming the actual computer).
  Variants
  CSM-4: The Win-Thorne CSM-4 (Camouflaged Static
  Monitor) performs similar functions to the Baumcomputer-
  Q3, and also looks like a tree, but is completely artificial – and
  two of its “branches” are fully functional arms. This makes it
  easier to identify, even when it isn’t moving; skill rolls are at +1
  for a deliberate inspection, -6 for casual observation. Change
  ST to +4 (Size, -10%) [36] and the Damage Resistance to 15
  (Can’t Wear Armor, -40%) [45], and delete the HP adjustment
  and the Fragile and No Manipulators disadvantages. Date
  2089, Cost $7,500 + computer. 89 points.
  THE CYBERSHELLS
  16
  Machines take me by surprise
  with great frequency.
  – Alan Turing (1950)
  The battlefield is a highly mechanized place in 2100. Fifth
  Wave frontline military forces are largely made up of machines,
  but any task that might require violent action may be assigned
  to a cybershell, if at all possible – it’s not just Fifth Wave nations
  who dislike seeing their sapient citizens coming home in body-
  bags and prefer to seek out alternatives. Even the most fanati-
  cal combat force, seeing its opponents fielding nonsapient
  forces, often begrudges the idea of wasting living troops’ lives;
  the lack of a chance to “take some of them with you” takes some
  of the luster off personal bravery. And while irregular and insur-
  gent forces often have to resort to improvisation and hijacked
  civilian shells, many factions can acquire some sort of combat
  shells from supportive powers or the black market.
  Of course, not all combat-oriented cybershells are strictly
  military devices. While policing still tends to require the human
  touch somewhere near the point of delivery, many Fourth and
  Fifth Wave cops have cybershell aid – perhaps even an info-
  morph partner in a mobile shell. Such assistants can not only
  help immensely in violent situations, they can also incorporate
  an array of forensic equipment and other useful tools. Similar
  designs may also be used in private security work, animal con-
  trol, and other situations.
  COMBAT SYSTEMS
  
  In GURPS terms, any combat shell may be subject to enough
  legal controls to qualify as LC3 or below; it will certainly be as
  restricted as any weapons it incorporates! Military shells usually
  have Social Stigma (Monster), as they are widely perceived as
  sinister death machines; sending one into a civilian situation is
  at least as provocative as sending in soldiers with automatic
  weapons and heavy body armor, and may be much worse if the
  local population has some level of prejudice against infomorphs.
  Police/security shells, on the other hand, are generally (though
  not universally) accepted. Combat-oriented shells also tend to
  have overload protection and damage compensation systems,
  giving them the High Pain Threshold advantage.
  Note also that this section deals with essentially terrestrial
  combat shell designs, although some are rugged enough to han-
  dle some extraterrestrial environments. See the next section for
  shells designed specifically for use off Earth.
  AFRIT
  see Broken Dreams, p. 122; 521 points
  The Caliphate’s best heavy combat shell, intimidatingly non-
  humanoid in form.
  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) [20]; 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, gasoline) [-20]; Social
  Stigma (Monster) [-15].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2072. Cost: $600,000 + computer.
  Note: This conversion assumes that the Afrit uses a gasoline-
  fueled engine, with filters to protect the air intake from dust and
  battlefield debris while in action. The enclosed Payload is the
  space in its arms in which a pair of assault pods are installed; the
  exposed Payload represents the mounting-point for the AMR on
  its back.
  AMPHIBIOUS RATS
  see Under Pressure, p. 95; 507 points
  An amphibious combat shell, switching between a shark-like
  shape in water and a quadrupedal configuration on land.
  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 ¥50, +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.
  Date: 2090. Cost: $525,000 + computer.
  Note: For the purposes of this conversion, this cybershell is
  assumed to burn through the charge or fuel in its high-energy
  power supply rather more quickly than some RATS designs,
  due to having to operate in a denser medium. Whether the
  superior hardware/software interfaces that enable it to operate
  so efficiently that it gains Extra Attack will work for some
  other infomorph, at least without special training, is up to the
  GM. The Payload represents the space assigned to the recoil-
  less rifle and assault pod.
  GHOLA
  see Broken Dreams, p. 122; 243 points
  An armored humanoid combat shell used by the Caliphate
  military.
  Attribute Modifiers: ST+2 [20]; DX+2 [40]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+5 [10].
  Advantages: Absolute Direction [5]; DR 20 [100]; Doesn’t
  Breathe [20]; High Pain Threshold [10]; Machine [25];
  Perfect Balance [15]; Resistant to Electrical Pulses and
  Surges (+3) [1]; Telecommunication (Cable Jack) [5];
  Telecommunication (Infrared Communication) [10];
  Telecommunication (Radio; Secure, +20%; Video, +40%)
  [16]; Temperature Tolerance 5 [5].
  Perks: Accessories (IFF transponder, Small Computer). [2]
  Disadvantages: 
  Cybershell 
  Body 
  [-15]; 
  Maintenance
  (Electronics Repair and Mechanic skills, 4 people, Monthly)
  [-6]; No Sense of Smell/Taste [-5]; Restricted Diet (Common,
  high-energy power cells) [-20]; Social Stigma (Monster) 
  [-15].
  Features: Individuals of the same model closely resemble each
  other.
  THE CYBERSHELLS
  17
  
  J-56 YING
  TRANSATMOSPHERIC UCAV
  see In the Well, p. 86; 855 points
  A UCAV design used by Chinese space forces around Mars.
  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 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.
  Date: 2092. Cost: $1,080,000 + computer.
  Note: As noted, the J-56’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.
  JUMP RATS
  see Deep Beyond, p. 119; 651 points
  A rugged air/space assault shell, capable of making very
  rough landings on the way to a 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.
  Date: 2090. Cost: $770,000 + computer.
  JUNGLE RATS
  see Deep Beyond, p. 117; 732 points
  A jungle and riverine warfare machine, capable of 
  underwater operation or swinging through the trees with its
  four versatile limbs.
  Attribute Modifiers: DX+1 [20]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+3 [6]; SM-2.
  THE CYBERSHELLS
  18
  
  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 ¥10, +30%; Increased
  Range raised to ¥50, 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 ¥50, +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 sup-
  ply) [-20]; Social Stigma (Monster) [-15].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2074. Cost: $585,000 + computer.
  Note: As this shell’s laser weapon is integral to its design, it’s
  purchased as an Innate Attack rather than having Payload
  space assigned. 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, may require a specially designed, trained, or augment-
  ed infomorph to use them with full effect – GM’s option.
  MCS-52
  see Broken Dreams, p. 123; 86 points
  A widely used but rather dated humanoid light combat shell
  design.
  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.
  Date: 2052. Cost: $10,000 + computer.
  Note: Some advantages were added in the conversion
  process.
  Variants
  MCS-52H (Broken Dreams, p. 123): Add Appearance
  (Attractive; Off-the-Shelf Looks, -50%) [2], and a quirk,
  “Resembles a human until inspected closely” (see the
  Cyberdoll template in Changing Times) [-1], and delete the
  Social Stigma. 102 points.
  Hacha 2c: Commissioned by the TSA’s Defense Directorate,
  the Hacha design is intended to reinforce the armies of some
  of the Alliance’s poorer members who already make use of the
  MCS-52 (or knock-off copies), with a minimum need for
  retooling or retraining. Employing the older cybershell’s frame
  design and control protocols, the Hacha uses more advanced
  armor materials and electronics, a broad-angle visual sensor
  array with matching firmware enhancements, and a reserve
  power cell that allows it to operate for short periods with the
  main motor shut down; as it has some pressure protection, it
  can briefly function underwater. It also has claws, mostly for
  show.
  The design hasn’t seen much action yet, only having been
  released in 2098, and may not represent a significant advance
  over the older model, but Bangladeshi, Bolivian, and
  Colombian forces already regard Hacha squads as something
  of a prized elite. As Hachas also tend to receive superior tacti-
  cal infomorphs, they may prove quite effective in combat,
  especially against opponents who mistake them for the older
  shell. 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].
  Nominal cash price would probably be around $30,000, but
  most Hacha units are built in government-run workshops, and
  many are actually upgraded “52s,” some with unfixed mechan-
  ical problems. 189 points.
  MCS-64
  see Broken Dreams, p. 123; 211 points
  A humanoid heavy combat shell with integral weapons. Too
  dated for the modern battlefield, its main use in 2100 is to ter-
  rorize civilians.
  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].
  THE CYBERSHELLS
  19
  
  Quirks: Has a Neck hit location, but no special vulnerabilities
  there. [-1]
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2064. Cost: $150,000 + computer.
  Note: As with the MCS-52, some advantages were added in
  the conversion process.
  MEDEVAC SHELL
  338 points
  The common informal military term “medevac shell” is
  slightly 
  misleading; 
  while 
  cybershells 
  such 
  as 
  the
  CIT/Provençale “Villaret” are definitely designed to evacuate
  injured biosapients from the battlefield, they’re capable of more
  than just that. The Villaret, a typical example, isn’t as compre-
  hensively equipped as a high-end cyberdoc, but it is designed to
  act as an excellent paramedic. The controlling infomorph is
  trained to assess patients while treating them; only once it has
  completed the process of triage on all known casualties will it
  evacuate them, in order of urgency, usually at impressive speed.
  The price of this speed is relatively high fuel consumption in the
  shell’s high-energy fuel cell, which also has a small emergency
  oxygen reserve to enable the shell to wade rivers and so on. It
  can carry one patient internally while providing him with life
  support; it also has an external stretcher rack, but loading that
  up tends to slow the shell down badly.
  The shell consists of a four-legged capsule with a pair of dex-
  trous surgical arms and a sensor array at the front, and a pair
  of stronger multi-jointed “lifting arms” toward the back. Given
  its mission, the resemblances to a walking coffin and to some
  kind of giant beetle are more or less inevitable, but they do
  inspire a predictable amount of morbid military humor. Troops
  who’ve had their lives saved by a medevac shell may be more
  polite.
  While standard cyberdoc designs are often quite robust, they
  aren’t usually suited for really extreme terrestrial environments
  – such as battlefields. A medevac shell, by contrast, is built to
  survive collateral damage, and even some small arms fire
  (though not direct hits from serious military weapons), and
  also a range of hostile conditions. Hence, this and similar mod-
  els are also sometimes sold to civilian disaster relief agencies.
  350 lbs., 8’ long.
  Attribute Modifiers: ST+1 (Size, -10%) [9]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+5 (Size, -10%) [9];
  SM+1.
  Advantages: Absolute Direction [5]; Ambidexterity [5]; Breath-
  Holding 3 [6]; Claws (Sharp Claws) [5]; DR 14 (Can’t Wear
  Armor, -40%) [42]; Enhanced Move 2 (Ground) [40]; Extra
  Arms 2 (Extra-Flexible, +50%; Long, +1 SM, +100%) [50];
  Extra Legs (4 legs) [5]; Filter Lungs [5]; High Manual
  Dexterity 3 (Front arms only, -20%) [12]; High Pain
  Threshold [10]; Lifting ST +4 (Size, -10%) [11]; Machine
  [25]; Microscopic Vision 2 [10]; Nictitating Membrane 2 [2];
  Night Vision 8 [8]; Payload 50 [50]; Pressure Support 1 [5];
  Reduced Consumption 1 (Recharge/refuel twice a day) [2];
  Sealed [15]; Telecommunication (Cable Jack; Video, +40%)
  [7]; Telecommunication (Infrared Communication) [10];
  Telecommunication (Radio; Secure, +20%; Video, +40%)
  [16]; Temperature Tolerance 3 [3].
  Perks: Accessories (Air supply/life support for “passenger,”
  Drug dispenser/injector, IFF transponder, Microframe
  Computer, Ultrasound Scanner); Sanitized Metabolism. [6]
  Disadvantages: 
  Cybershell 
  Body 
  [-15]; 
  Maintenance
  (Electronics Repair and Mechanic skills, 3 people, Weekly) 
  [-15]; Restricted Diet (Common, hydrogen-oxygen fuel sup-
  ply) [-20]; Weak Arms (Front arm pair; Half Body ST) [-5].
  Features: External Stretcher Rack; Individuals of the same
  model closely resemble each other.
  Variations: Some Villaret units have surface coatings of liq-
  uid crystal “paint.” This is partly to provide some configurable
  camouflage when that is helpful, but is more often set to display
  a very visible red cross, red crescent, or whatever else is recog-
  nized locally as a symbol of medical neutrality. Add Chameleon
  1 [5] and a Perk (Variable surface symbols) [1]; the added cost
  is $1,000.
  MINI SCOUT-RATS
  194 points
  The battlefield is an extremely dangerous place in 2100, even
  for armored vehicles or well-armored cybershells – and uncer-
  tainty about what’s there makes things worse. Hence, Fifth
  Wave armies favor the development of extensive automated
  scouting capabilities. The Darwin-Sogo Type 134 Kaeru (“frog”)
  exemplifies one aspect of this doctrine.
  It’s roughly the size of a small dog and walks on four splayed
  legs. Its body is a flattened hemisphere, studded with sensors
  on ring-shaped fittings capable of 360° rotation. On the top is a
  miniature weapons mount, usually holding a mini-missile pod,
  while a small underbelly compartment can hold a single one-
  hex cyberswarm, widening its mission options. Such a shell
  has, by military standards, a very limited offensive capability,
  but small size, a chameleon coating, and other design features
  give it good stealth functionality, its sensor array is extensive
  and sensitive, and it can seemingly get anywhere.
  Unfortunately, design compromises do make it a little fragile.
  Typically, it rides close to the battle zone in a bay or rack aboard
  a larger shell or vehicle, then dismounts to perform its mission;
  hence, it can get by with a relatively limited endurance.
  In fact, many analysts regard the installation of a weapon
  mount on such cybershells as a dangerous distraction or com-
  promise; a scout that opens fire gives away its position, is fre-
  quently destroyed a moment later, and often invalidates its pri-
  mary mission. Hence, some similar models are completely
  unarmed. Other commanders don’t like any of their troops to be
  incapable of fighting, even the nonsapient ones, and feel that
  scouts should be able to engage high-value targets of opportu-
  nity, provide fire support for other forces in emergencies, and
  serve as effective guards by way of a secondary duty. 20 lbs., 18”
  long.
  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
  THE CYBERSHELLS
  20
  
  [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.
  Date: 2081. Cost: $3,000 + computer.
  Variants
  A number of specialized Kaeru sub-models have been pro-
  duced to handle specific terrestrial environments, mostly with
  modifications to the leg structures; these gain Terrain
  Adaptation [5] but also Basic Move-1 [-5], and often have a dif-
  ferent temperature “comfort range,” all for +$350 to the price.
  For instance, the Model 134-c is intended for arctic operations
  and can move normally on snow; the 134-f is a desert-
  operations variant.
  MINI-UCAV
  see Deep Beyond, p. 118; 241 points
  A football-sized helicopter gunship with two counter-
  rotating rotors and four legs for ground movement.
  Attribute Modifiers: ST-5 [-50]; DX+2 [40]; HT+1 [10].
  Secondary Characteristic Modifiers: HP+1 [2]; SM-4.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  Acute Vision 1 [2]; Chameleon 3 (Extended, Infrared, +20%)
  [18]; DR 25 (Can’t Wear Armor, -40%) [75]; Doesn’t Breathe
  [20]; Enhanced Move 1 (Air) [20]; Extra Legs (4 legs) [5];
  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];
  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: Both “Arms” are actually Weapon Mounts 
  [-16]; 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.
  Date: 2087. Cost: $105,000 + computer.
  Note: The shell’s internal weapons load is assumed to be a
  slightly larger (four-shot, 5 lbs.) version of the standard mini-
  missile pod, with similar attributes for game purposes.
  Variants
  Titan Version (Deep Beyond, p. 118): The template above is
  for the standard “terrestrial” AV-71, powered by a rechargeable
  power cell. The AV-71T takes the limitation “Requires Low
  Gravity, 0.2 G, -40%” on its Flight, reducing the cost to [24],
  replaces Reduced Consumption with Doesn’t Eat or Drink [10]
  (its six-monthly refueling cycle can be subsumed within its
  maintenance requirement), and changes the Restricted Diet
  disadvantage to (Occasional, radioisotopes) [-30]: 221 points.
  SEEKER MISSILE
  see In the Well, p. 86; 123 points
  A man-portable “brilliant” missile, capable of hunting down
  targets without human intervention.
  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 recov-
  ered for reuse. [-1]
  Features: Can self-destruct using warhead in payload;
  Individuals of the same model closely resemble each other.
  Date: 2082. Cost: $26,000 + computer.
  Note: The missile can be stored, inert, more or less indefi-
  nitely 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 Armoury skill) as well as refueling before
  being fired again. While this might seem like an unlikely deci-
  sion, such missiles can be used for reconnaissance or microbot
  swarm delivery as well as direct attacks – which justifies pro-
  viding a character template for them.
  SMART TORPEDO
  255 points
  The Hicks Mk 92 USMDS (Underwater Sub-Munitions
  Delivery System) is based on the Hicks Mk 90 torpedo (see
  Under Pressure, p. 128), but isn’t usually expected to expend
  itself in attacks on targets. In fact, the main difference from the
  Mk 90 is that the warhead is replaced with a payload/weapons
  bay capable of holding six 30mm minitorps (see Under
  Pressure, p. 121), enabling what is functionally an underwater
  combat cybershell to engage and destroy small or soft targets.
  The minitorps are fired from launchers that are effectively
  THE CYBERSHELLS
  21
  
  equivalent to a pair of standard mini-missile pods.
  Alternatively, the Payload space can hold other weapons,
  microbot swarms, etc., up to 9 lbs. in total; no weapons are
  included in the cybershell cost. The design also includes a
  PESA array and active/passive sonar (both with 360° cover-
  age), guidance systems, and sonar and radio communica-
  tions with a trailing-wire antenna to enable it to use the radio
  while submerged; another common mission for the Mk 92 is
  reconnaissance. It can be launched from a standard medium
  torpedo tube or bay, or carried on an external rack on a
  smaller vehicle.
  It retains the Mk 90’s short-range supercavitating “sprint”
  capability, which is usually used to gain a partial element of
  surprise when closing to engagement range, or to escape from
  a hostile encounter, possibly to a position from which it can
  transmit intelligence data. (The limitations on the Mk 90’s
  supercavitating ability – maximum depths, etc. – also apply to
  the Mk 92, and can be enforced if the GM desires; consider
  them as included in the limitations on the shell’s Basic Move
  and Enhanced Speed. Use of the supercavitation effect makes
  maneuvering very difficult; realistically, it ought also to impose
  large penalties to the shell’s hearing and vision.) A Mk 92 can
  make an “AKV-style” ramming run on a target that is consid-
  ered both valuable enough to justify expending the shell and
  vulnerable enough to take serious damage from the collision;
  at its maximum speed of 300 mph, it hits for 6d¥11 crushing
  damage. It’s also possible for a well-equipped workshop to
  replace the payload and some of the sensors and other compo-
  nents with a warhead, effectively transforming this into a Mk
  90. Such ad hoc modifications may have side-effects, typically
  reducing the shell’s effective HT to 11. 1,700 lbs., 15’ long.
  Attribute Modifiers: ST-10 [-100]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+45 (Size, -20%) [72];
  Basic Move+5 [25]; Basic Move+65 (Only for determining
  acceleration to supercavitating speeds, -80%) [65]; SM+2.
  Advantages: 360° Vision [25]; 3D Spatial Sense [10]; DR 5
  (Can’t Wear Armor, -40%) [15]; Discriminatory Hearing
  (Only underwater, -30%) [11]; Doesn’t Breathe [20];
  Enhanced Move 1 (Water; Temporary Disadvantage,
  Increased Consumption 3, -30%) [14]; Enhanced Move +3
  (Water; Handling Penalty -5, -25%; Maximum Duration 22
  seconds, -75%) [12]; High Pain Threshold [10]; Infravision
  [10]; Lifting ST +3 (Size, -20%) [8]; Machine [25]; Nictitating
  Membrane 2 [2]; Night Vision 8 [8]; Payload 5 [5];
  Penetrating Vision 1 (Blockable by dense reflective materi-
  als, -20%; Only in Air, -30%) [5]; Pressure Support 2 (Can’t
  take more than 32 atmospheres except when supercavitat-
  ing, -10%) [9]; Resistant to Electrical Pulses and Surges (+3)
  [1]; Scanning Sense (Sonar; Extended Arc, 360°, +125%)
  [45]; Sealed [15]; Telecommunication (Cable Jack; Video,
  +40%) [7]; Telecommunication (Radio; Increased Range
  ¥100, 
  +60%; 
  Secure, 
  +20%; 
  Video, 
  +40%) 
  [22];
  Telecommunication (Sonar Comm; Reduced Range, 1/2, 
  -10%) [9]; Temperature Tolerance 10 [10].
  Perks: Accessories (IFF Transponder, Microframe Computer,
  Small Spotlights, Trailing Wire Antenna). [4]
  Disadvantages: 
  Cybershell 
  Body 
  [-15]; 
  Maintenance
  (Electronics Repair and Mechanic skills, 2 people, Monthly)
  [-4]; No Legs (Aquatic) [0]; No Manipulators [-50]; No Sense
  of Smell/Taste [-5]; Numb [-20]; Restricted Diet (Common,
  high-energy power cells) [-20]; Social Stigma (Monster) 
  [-15].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2094. Cost: $235,000 + computer.
  Note: This shell has sufficient power in its battery to oper-
  ate for at least six hours when using no more than its Basic
  Move and its sonar. Employing a level of Enhanced Move
  drains the battery much faster, reducing its endurance to just
  one hour of continuous operation. For supercavitating speed,
  it uses a VCR rocket and a bubble generator run off a high-
  energy power pack; these have a maximum endurance of just
  22 seconds.
  WINGBOT
  see Fifth Wave, p. 121; 240 points
  A multipurpose flying cybershell, mostly used for security
  work. This treatment assumes that the model described in
  Fifth Wave uses a miniature ceramic engine, capable of burn-
  ing a range of liquid fuels including alcohol and gasoline.
  Variants that use power cells have no need for air, but suffer
  from reduced endurance or lower speed.
  Attribute Modifiers: ST-4 [-40]; DX+4 [80]; HT+2 [20].
  Secondary Characteristic Modifiers: HP -1 [-2]; SM -2.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  Acute Vision 3 [6]; Affliction 3 (Stunning; Armor Divisor (2),
  +50%; Melee Attack, Reach C, -30%) [36]; DR 3 (Can’t Wear
  Armor, -40%) [9]; Enhanced Move 2 (Air) (Temporary
  Disadvantage, replace Reduced Consumption 2 with
  Increased Consumption 2, -24%) [31]; Enhanced Move 1
  (Ground) [20]; Filter Lungs [5]; Flight (Cannot Hover, -15%;
  Small Wings, -10%; Temporary Disadvantage, replace
  Reduced Consumption 2 with Increased Consumption 2, 
  -24%) [21]; Machine [25]; Night Vision 9 [9]; Payload 5 [5];
  Peripheral Vision [15]; Reduced Consumption 2 [4];
  Telecommunication (Cable Jack; Video, +40%) [7];
  Telecommunication 
  (Laser 
  Communication) 
  [15];
  Telecommunication (Radio; Video, +40%) [14]; Telescopic
  Vision 4 [20]; Temperature Tolerance 3 [3].
  Perks: Accessories (Drug Injector, Small Computer). [2]
  Disadvantages: Cybershell Body [-15]; Horizontal [-10];
  Maintenance (Electronics Repair and Mechanic skills, 2
  people, Monthly) [-4]; Mute [-25]; No Sense of Smell/Taste 
  [-5]; Restricted Diet (Very Common, liquid fuels) [-10].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2078. Cost: $24,000 + computer.
  Note: While most armed cybershells take Weapon Mount or
  Payload rather than Innate Attack (for reasons discussed in
  Changing Times), the wingbot’s electroshock device represents
  a valid exception; it’s completely integral to the machine. This
  is represented by an Affliction advantage, and is identical in
  effect to a shock glove. The wingbot’s drug injector, on the
  other hand, is the equivalent of a cheap hand-held device, and
  needs to be charged with whatever drug is to be injected, so it
  can be treated as a simple Accessory Perk. (Admittedly it can
  be used in combat, which isn’t normal for an Accessory, but we
  can stretch a point here – the electroshock device already adds
  substantially to the template cost, after all.)
  THE CYBERSHELLS
  22
  
  SPACE AND EXOTIC
  ENVIRONMENT MODELS
  THE CYBERSHELLS
  23
  Cybershells are useful in space and other extreme environ-
  ments; they can be built to operate there, and even if they fail,
  it’s usually just property damage, whereas humans in even the
  best protective suits are risking their lives (and the stress
  caused by this knowledge can itself make them less efficient).
  In any case, the humanoid body plan, while useful for many
  purposes on Earth, isn’t always terribly appropriate in other
  environments. The Outer System especially has more info-
  morphs than humans, and many of them use highly special-
  ized cybershells.
  Note that several cybershells described elsewhere are capa-
  ble of handling vacuum or other extraterrestrial environments
  quite well; this section concerns shells designed purely for such
  purposes.
  AEROROVER
  see Deep Beyond, p. 116; 128 points
  Used in the exploration of Titan, this shell has three helium
  balloons that allow it to fly, float on hydrocarbon lakes, or roll
  and bounce along the ground.
  Attribute Modifiers: ST-1 [-10]; DX-2 [-40]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+3 (Size, -30%) [5];
  SM+3.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  Amphibious [10]; DR 3 (Can’t Wear Armor, -40%) [9]; DR +1
  (Can’t Wear Armor, -40%; Crushing Damage Only, -40%) [1];
  Doesn’t Breathe [20]; Enhanced Move 1 (Ground) [20];
  Extra Wheels (3 wheels) [5]; Flight (Lighter Than Air, -10%)
  [36]; Machine [25]; Reduced Consumption 3 (Refuel once a
  week) [6]; Reduced Consumption +1 (Refuel once a month;
  Only with minimal systems activity – stationary or floating
  on the wind, -50%) [1]; Sealed [15]; Stretching 6 (Arm Only,
  -30%) [26]; Super Jump 1 (Bouncing Only, -50%) [5];
  Telecommunication (Cable Jack; Video, +40%) [7];
  Telecommunication (Radio; Video, +40%) [14]; Telescopic
  Vision 4 [20]; Temperature Tolerance 8 [8]; Terrain
  Adaptation (Methane Mud) [5]; Vacuum Support [5].
  Perks: Accessory (Small Computer). [1]
  Disadvantages: Bad Grip 2 [-10]; Cybershell Body [-15]; No
  Legs (Wheeled) [-20]; No Sense of Smell/Taste [-5]; One Arm
  [-20]; Restricted Diet (Common, hydrogen-oxygen fuel sup-
  ply) [-20].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2071. Cost: $30,000 + computer.
  BAIKAL CRYOBOT
  see Under Pressure, p. 96; 371 points
  A typical early-model ice-tunneling/free-swimming explorer
  shell.
  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]; Permeation (Ice; Tunnel, +40%;
  Very slow, move only 1 yard/40 seconds, -80%) [6]; 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]; 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.
  Date: 2050. Cost: $350,000 + computer.
  Note: The Baikal’s radiothermal energy source requires occa-
  sional replenishment, but not often enough to eliminate the
  Doesn’t Eat or Drink advantage.
  ENDYMION CYBERSHELL
  see High Frontier, p. 59; 203 points
  A humanoid shell used on the moon for many purposes,
  including teletourism.
  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; Sensie, +80%) [9]; Telecommunication (Laser
  Communication; Video, +40%) [21]; Telecommunication
  (Radio; Sensie, +80%) [18]; Temperature Tolerance 6 [6];
  Vacuum Support [5].
  Perks: Accessories (Microframe Computer, Micromanipulation
  Tools); Physically attractive in a stylized, abstract way (+1 reac-
  tions 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]; Skinny [-5].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2092. Cost: $90,000 + computer.
  Note: The Skinny disadvantage isn’t normally allowed on
  racial templates; however, in this case, where all of the “race” are
  the same build, which is notably skinny compared to a very
  widespread human baseline that it otherwise resembles, it can
  be permitted.
  
  GAS GIANT AEROBOT
  see Deep Beyond, p. 118; 255 points
  These are computerized packages supported by balloons,
  used for operations in gas-giant atmospheres.
  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 ¥20,
  +40%) [53]; Sealed [15]; Telecommunication (Radio;
  Increased Range ¥1,000, +90%; Sensie, +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.
  Date: 2057+. Cost: $15,000 + computer.
  Note: Most of this aerobot’s size consists of its balloon; the
  electronics/thruster package is SM -2. Note that each shell’s
  “native” temperature and pressure will be appropriate for the
  gas giant for which it is designed.
  Variants
  Zeus-3: Change SM to +4 and Payload to level 3 [3], and add
  No Manipulators [-50]. 206 points.
  Tuxing Type-94: Add Chameleon 2 (Radar) [10] and
  Telescopic Vision 4 [20]. 285 points.
  TWX Type-97: Add HP-2 [-4]. 251 points.
  HERZBERG CYBERSHELL
  see High Frontier, p. 100; 153 points
  A serpentine zero-G worker shell used on Die
  Sonnenspinnerin Sieben station.
  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]; 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.
  Date: 2088. Cost: $52,000 + computer.
  Note: This shell effectively normally uses the front part of its
  body as a single “arm,” with approximately normal reach for
  its size. However, by clamping itself to a rigid, immobile object,
  it can extend its effective reach, using most of its body as its
  “arm.” This is treated as the “Long Arm” advantage (evaluated as
  two levels of the Long enhancement applied to the nominal 10
  point value of a single arm), with the Temporary Disadvantage
  No Legs (Sessile).
  MICROGRAVITY RATS
  see Deep Beyond, p. 117; 811 points
  A space-operations combat shell, based on the Jungle RATS
  (p. 18).
  Attribute Modifiers: DX+1 [20]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+3 [6]; Air Move-6
  (Space acceleration only; atmosphere move and space delta-v
  are unaffected, -80%) [-2]; SM-2.
  Advantages:
  Absolute Direction [5]; Ambidexterity [5];
  Brachiator [5]; Chameleon 4 (Extended, Infrared, +20%) [24];
  Clinging [20]; DR 40 (Electromagnetic, +20%; Can’t Wear
  Armor, -40%) [160]; Doesn’t Breathe [20]; Enhanced Move 7
  (Space; Newtonian, -50%) [70]; 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]; Flight
  (Newtonian Space Flight, +25%; Requires Low Gravity, 0.5 G,
  -25%) [40]; High Pain Threshold [10]; Infravision [10]; Innate
  Attack 2 (Burning; Accuracy +6, 30%; Armor Divisor (2),
  +50%; Increased Range ¥10, +30%; Increased Range raised to
  ¥50, 1/2D Only, +10%; Rapid Fire, RoF 3, +50%) [27];
  Machine [25]; Nictitating Membrane 2 [2]; Perfect Balance
  [15]; Pressure Support 2 [10]; Protected Sense (Vision) [5];
  Radiation Tolerance 5 [10]; Sealed [15]; Telecommunication
  (Cable Jack; Video, +40%) [7]; Telecommunication (Laser
  Communication) [15]; Telecommunication (Radio; Secure,
  +20%; Video, +40%) [16]; Temperature Tolerance 10 [10];
  Reduced Consumption 4 (Refuel once a month) [8]; Resistant
  THE CYBERSHELLS
  24
  
  to Electrical Pulses and Surges (+8) [2]; Scanning Sense
  (Ladar; Extended Arc, 240°, +75%; Targeting, +20%) [39];
  Vacuum Support [5].
  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 (Occasional, radioisotopes) [-30]; Social
  Stigma (Monster) [-15].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2080. Cost: $640,000 + computer.
  Notes: This shell’s maximum space acceleration is 5 yards/sec-
  ond2 (0.5 G). With its delta-v of just over 1,400 (2,800 mph), this
  permits around 5 minutes of thrust.
  As the shell’s laser weapon is integral to its design, it’s pur-
  chased as an Innate Attack rather than having Payload space
  assigned. The laser is a 2d(2) tight-beam burning attack with Acc
  9, Range 500/1,000, RoF 3, and Rcl 1, and having such a weapon
  built in means that the cybershell is LC2. The RATS uses a radio-
  thermal generator for power, which only needs “feeding” (replen-
  ishment and clean-up of its radiothermal source) about once a
  month, as part of its routine maintenance cycle. Its special capa-
  bilities, especially the Enhanced Tracking and Extra Attack, may
  require a specially designed, trained, or augmented infomorph to
  use them with full effect – GM’s option.
  Variants
  Titan RATS (Deep Beyond, p. 117): A variant for use on Titan.
  Add Amphibious [10], and delete the modified Air Move,
  Enhanced Move and Flight. 713 points.
  MINING WORM
  see Deep Beyond, p. 118; 282 points
  A centipede-like asteroid mining machine which eats its way
  through rock.
  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 mat-
  ter 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 ¥10, +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.
  Date: 2065. Cost: $180,000 + computer.
  Variants
  Armored Mining Worm: SM becomes +3, so ST becomes +4
  (No Fine Manipulators, -40%; Size, -30%) [12]; Damage
  Resistance becomes 20 (Can’t Wear Armor, -40%) [60];
  Radiation Tolerance becomes 20 [20]. 318 points.
  SERVICE NANOSAT
  see High Frontier, p. 11; 89 points
  A small shell used to maintain and refuel satellites in place.
  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 ¥2, +10%) [17];
  Telecommunication (Radio; Increased Range ¥10, +30%;
  Video, +40%) [17]; Vacuum Support [5].
  Perks:
  Accessories 
  (Micromanipulation 
  Tools, 
  Small
  Computer); Low-power thrusters (Can provide 0.01 G when
  in freefall, using fuel from Payload – not enough for combat
  movement, but sufficient for station-keeping and ordinary
  mission tasks). [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 ¥2) [-30].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2060. Cost: $10,000 + computer.
  Note: The Nanosat derives all the power it generally needs
  from a combination of solar cell input and small battery top-
  ups during its monthly maintenance periods. Hence, it has
  effectively no dietary needs for game purposes. It might run
  low on charge if required to exert its full strength for long
  periods.
  Variants
  Dust-Buster Nanosat: A free-floating module employed by
  some large stations to perform external inspections and light
  maintenance – and to eliminate or deflect small debris that
  might endanger the station. (Its actual ability to hit such
  objects before they hit the parent station is probably limited;
  although radar can detect even very small targets in space, and
  the shell typically receives targeting data from the controlling
  station, space debris relative velocities tend to be high. Still, it
  provides a reassuring last line of defense, and the laser can also
  be used as a cutting tool.) 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
  THE CYBERSHELLS
  25
  
  ¥10, +30%; Increased Range raised to ¥50, 1/2D Only, +10%)
  [11] and Scanning Sense (Radar; Extended Arc, 360°, +125%;
  Increased Range ¥10, +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.) Date 2081, Cost $11,000 + com-
  puter. 105 points.
  Sabotage Nanosat (High Frontier, p. 11): Add Chameleon 3
  (Extended, Infravision and Radar as well as normal vision,
  +40%) [21]. 110 points.
  TUMBLEWEED
  see Deep Beyond, p. 120; -38 points
  A 10’ diameter inflated plastic ball with a small computerized
  core, used to survey various moons in the outer solar system.
  Attribute Modifiers: ST-10 [-100]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+10 (Size, -40%) [12];
  SM+4.
  Advantages: 360° Vision [25]; Absolute Direction [5]; DR 5
  (Can’t Wear Armor, -40%) [15]; DR +2 (Can’t Wear Armor, 
  -40%; Crushing Damage Only, -40%) [2]; Doesn’t Breathe
  [20]; Doesn’t Eat or Drink [10]; 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 ¥20,
  +40%; Video, +40%) [18]; Vacuum Support [5].
  Perks: Accessory (Tiny Computer). [1]
  Disadvantages: Cybershell Body [-15]; Invertebrate [-20]; No
  Legs (Portable) [-30]; No Manipulators [-50]; Vulnerability
  (Impaling Damage ¥2) [-30].
  Features: Individuals of the same model closely resemble each
  other.
  Date: 2075. Cost: $2,000 + computer.
  Note: A Tumbleweed has no way to move itself, but can be
  moved around easily by external forces; hence, it’s given No
  Legs (Portable), despite the fact that it’s far too large to be 
  carried by a human being. The thing that carries it merely 
  happens to be the prevailing wind rather than a person.
  VENUS-CAPABLE
  CYBERSHELL
  see In the Well, p. 86; 256 points
  A cheap, ugly, utilitarian shell, used for general work and tele-
  tourism on Venus.
  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; Sensie, +80%) [18]; Temperature
  Tolerance 80 [80].
  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.
  Date: 2090. Cost: $35,000 + computer.
  ZERO-G STEVEDORE
  327 points
  This is a typical medium-weight “space worker” shell, usu-
  ally assigned to cargo transfer and simple maintenance tasks
  in the vicinity of a space station; some civilian craft also carry
  one or two. It’s essentially a compromise, cheaper than a
  crewed tug and able to fit into smaller spaces (including
  human-scale airlocks) while being stronger and more robust
  than a tech spider or a human worker. Most units have cheap
  computers with specialist NAIs installed, though some more
  sophisticated AIs operate such shells, usually as a secondary
  body. This is not a combat design, but police operations have
  occasionally employed available shells on an ad hoc basis, and
  their rugged strength makes them quite useful for this.
  Physically, this model consists of a roughly ovoid pod with
  four heavy work arms that can all double as legs; its
  “hands/feet” all incorporate magnetic clamps. But it’s really
  built for free-fall operations; its casing is studded with ports for
  its chemical thruster system that can provide 1 G of thrust for
  up to 30 seconds, or lesser bursts for longer periods. (In theo-
  ry, this might allow it to fly, briefly, on many worlds, but it
  doesn’t have any sort of control or stabilization systems to per-
  mit this.) A good AI can actually get around most of the time
  using well-judged leaps from surface to surface without wast-
  ing thruster fuel. Camera and short-range radar clusters at the
  “top” and “bottom” of the shell provide all-round awareness,
  but its auditory inputs are an afterthought, and are buried too
  deep in the body structure to work very well. The other minor
  drawback to the design is that it stints on power cell capacity,
  considering the requirements of its heavy-duty motors, mean-
  ing that it has to return to a power socket every few hours – but
  this is rarely a huge problem in normal use. 120 lbs., 5’ tall.
  Attribute Modifiers: ST+3 [30]; HT+2 [20].
  Secondary Characteristic Modifiers: HP+2 [4]; Air Move (actu-
  ally 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
  THE CYBERSHELLS
  26
  The body is an instrument, the
  mind its function, the witness and
  reward of its operation.
  – The Life of Reason, 
  George Santayana (1905)
  
  (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.
  Date: 2063. Cost: $25,000 + computer.
  THE CYBERSHELLS
  27
  Bioshells based directly on particular species can normally
  be represented by combining the species template with the
  Bioshell template from Changing Times, with maybe a few
  detail adjustments. However, some are unusual enough to
  require special treatment.
  Bioshells are fairly rare. Many humans find the idea
  unnerving enough to insist on legal or social restrictions, and
  AIs passing as “organics” – and especially those passing as
  human – are often assumed to be dangerous criminals with
  some kind of subversive, anti-human agenda. Furthermore,
  few jobs really require a infomorph mind in a biological body;
  there’s usually some kind of mechanical shell which can do
  things better. However, there are always some specialist tasks
  which can use the intellect of an AI and the special abilities of
  an organic body, and an infomorph in an apparently nonsapi-
  ent organic body, especially one that’s clearly marked, isn’t
  always assumed to be up to no good. For that matter, some
  bioshells are explicitly intended to frighten people.
  Remember that a bioshell’s Immunity to Metabolic Hazards
  extends to brain infections, psychotropic agents, jet lag, etc.;
  however, anything that affects other parts of the body will still
  have an effect, possibly reduced if its primary effect is on the
  brain.
  CALAMARINE
  see Under Pressure, p. 96; 332 points
  A bioshell based on a Humboldt squid.
  Attribute Modifiers: ST+2 (Size, -20%) [16]; DX+3 [60]; HT+2
  [20].
  Secondary Characteristic Modifiers: HP+3 (Size, -20%) [5];
  SM+2.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  Chameleon 2 [10]; Constriction Attack [15]; DR 2 (Can’t
  Wear Armor, -40%; Tough Skin, -40%) [2]; Doesn’t Breathe
  (Gills, Breathe underwater only) [0]; Enhanced Move 1/2
  (Water) [10]; Enhanced Move +2 (Water; Limited
  Endurance, 2 seconds, -20%; Takes Recharge, 5 seconds, 
  -10%) [28]; Extra-Flexible Arms [10]; Extra Arms 6 (Extra-
  Flexible, +50%) [90]; Extra Arms +2 (Extra-Flexible, +50%;
  Long, +1 SM, +100%) [50]; Immunity to Metabolic Hazards
  (Partial, Skull hit locations only, -70%) [9]; Night Vision 8
  [8]; Obscure 8 (Vision; Persistent, +40%; Only in Water, 
  -20%; Limited Use, 4/day, -20%) [16]; Peripheral Vision [15];
  Pressure Support 1 [5]; Teeth (Sharp Beak) [1];
  Telecommunication (Cable Jack; Sensie, +80%) [9];
  Telecommunication (Radio; Sensie, +80%) [18].
  Perks: Accessory (Microframe Computer). [1]
  Disadvantages: Bad Grip 2 [-10]; Cold-Blooded (Threshold 50°)
  [-5]; Bioroid Body [-4]; Electrical (Partial, Skull hit locations
  only, -70%) [-6]; Increased Life Support (Massive – Requires
  enough water to support its body) [-10]; Invertebrate [-20];
  No Depth Perception [-15]; No Legs (Aquatic) [0].
  Date: 2092. Cost: $120,000 + computer.
  Note: The Limited Endurance limitation on the shell’s high-
  er levels of Enhanced Move can be considered as a form of
  Accessibility. Adding Persistent to Obscure (which represents a
  squid’s ability to produce a cloud of ink) simply causes it to
  remain in place for 10 seconds without further action from the
  shell.
  SPECIALIST BIOSHELLS
  
  CETAPOD
  see Under Pressure, p. 98; 224 points
  A cloned humpback whale, used as a bioshell, mostly by
  humans and infomorphs who wish to experience life as a
  cetacean.
  Attribute Modifiers: ST+75 (No Fine Manipulators, -40%; Size,
  -60%) [150]; HT+4 [40].
  Secondary Characteristic Modifiers: SM+6.
  Advantages: Absolute Direction (Requires Signal, -20%) [4]; DR
  10 (Can’t Wear Armor, -40%; Tough Skin, -40%) [10]; Doesn’t
  Breathe (Oxygen Storage, ¥100, -30%) [14]; Enhanced Move
  1 (Water) [20]; Enhanced Tracking 1 [5]; Immunity to
  Metabolic Hazards (Partial, Skull hit locations only, -70%)
  [9]; Injury Tolerance (No Neck) [5]; Nictitating Membrane 1
  [1]; Peripheral Vision [15]; Pressure Support 2 [10]; Subsonic
  Speech (Normal and subsonic communication) [10]; Teeth
  (Sharp Teeth) [1]; Telecommunication (Cable Jack; Sensie,
  +80%) [9]; Telecommunication (Radio; Sensie, +80%) [18];
  Temperature Tolerance 1 [1].
  Perks: Accessory (Microframe Computer). [1]
  Disadvantages: Bad Sight (Nearsighted, non-correctable) [-25];
  Bioroid Body [-4]; Electrical (Partial, Skull hit locations only,
  -70%) [-6]; Ichthyoid [-50]; Increased Life Support (Massive
  – Requires a water tank or special support for its body) [-10];
  No Sense of Smell/Taste (Can taste, -50%) [-2].
  Quirks: Poor color vision; Relatively short-lived. [-2]
  Date: 2068. Cost: $1,350,000 + computer.
  Note: This bioshell isn’t fully colorblind, but its color vision
  isn’t up to human standards; GMs can impose small penalties
  and inconveniences to reflect this at appropriate moments. Also,
  it doesn’t qualify for the full Short-Lived disadvantage under
  GURPS Fourth Edition; it’s a clone with bioroid features and in
  effect matures fast, but doesn’t live as long as a human.
  CROCSHELL
  87 points
  With fast natural growth cycles and excellent immune sys-
  tems, reptiles can make good bioshells – especially for purposes
  that can exploit their natural advantages. Such creatures are too
  stupid and instinct-driven to be worth uplifting, but find a
  species with a large enough body that it can incorporate an
  implanted computer and they can be useful. They don’t even
  have to be specially cloned or heavily modified; engineers can,
  in effect, place a special puppet implant in an ordinary reptile,
  replacing some of the central nervous system. Such bioshells are
  widely regarded as deeply creepy; that may be the whole point.
  Various larger crocodile and alligator species make excellent
  examples; formidable ambush predators, they’re tough, well
  equipped for an amphibious lifestyle, and have mouths full of
  large teeth. The shell can benefit from the reptile’s predator
  senses, although it also suffers from some sensory limitations.
  Crocshells aren’t actually as common as action-adventure
  InVids might seem to suggest, but a few dictators and eccentric
  millionaires do employ them as estate guards – and there are
  always rumors of their enemies being fed to the crocs. A few
  find more innocuous uses in, say, the making of wildlife docu-
  mentaries (or action-adventure InVids), although “gator
  wrestling” shows aren’t very common in 2100; audiences are
  too used to assuming that a “dangerous animal” is just a cyber-
  shell in such situations.
  One drawback to the reptilian body is its cold-blooded
  metabolism. To keep this sort of shell useful in cold conditions,
  bioengineers install a set of “metabolic boosters” – artificial
  organs that can maintain the creature’s body temperature at the
  fully active level when required. This enhancement can’t be kept
  running permanently without damage to the bioshell’s metabo-
  lism, and requires regular supplies of high-energy “feedstock”
  and dietary supplements, but it’s better than having the crocshell
  turn torpid at inconvenient moments. It can also be shut down
  by the shell’s computer to conserve energy, lowering its food
  requirements to the normal level for a Cold-Blooded creature
  (which combines with the creature’s Cast-Iron Stomach to make
  its food requirements very economical). Even with the enhance-
  ment, though, a crocshell isn’t really much use in, say, northern
  Europe or Canada; its “native temperature” for game purposes
  is somewhere in the tropical range. 1,500 lbs., 16’ long.
  Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size, 
  -30%) [18]; DX+2 (No Fine Manipulators, -40%) [24]; HT+3
  [30].
  Secondary Characteristic Modifiers: HP+4 (Size, -30%) [6];
  Per+1 [5]; Basic Move (Ground)-2 [-10]; Basic Move
  (Water)+2 [10]; SM+3.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  Acute Hearing 2 [4]; Amphibious [10]; Breath-Holding 1 [2];
  Claws (Sharp Claws) [5]; DR 2 (Can’t Wear Armor, -40%;
  Tough Skin, -40%) [2]; DR +2 (Can’t Wear Armor, -40%;
  Tough Skin, -40%; Not on Underside, -10%) [2]; High Pain
  Threshold [10]; Immunity to Metabolic Hazards (Partial,
  Skull hit locations only, -70%) [9]; Nictitating Membrane 1
  [1]; Night Vision 3 [3]; Peripheral Vision [15]; Reduced
  Consumption 1 (Cast-Iron Stomach, -50%) [1]; Resistant to
  Disease (+3) [3]; Striker (Tail; Crushing; Cannot Parry, -40%;
  Clumsy, -1, -20%) [2]; Striking ST +3 (Bite Only, -60%) [6];
  Teeth (Sharp Teeth) [1]; Telecommunication (Cable Jack;
  Sensie, +80%) [9]; Telecommunication (Radio; Video, +40%)
  [14]; Vibration Sense (Water) [10].
  Perks: Accessory (Tiny Computer); Scaly Hide. [2]
  Disadvantages: Appearance (Monstrous) [-20]; Bad Smell [-10];
  Cold-Blooded (Threshold 50°; Mitigator, Food Supplements,
  Weekly, Special Source, -60%) [-2]; Colorblindness [-10];
  Electrical (Partial, Skull hit locations only, -70%) [-6];
  Frightens Animals [-10]; Quadruped [-35]; Short Legs [-2];
  Social Stigma (Monster) [-15].
  Quirks: Poor depth perception (can’t judge distances well; -3 on
  ranged attacks if it somehow gets to use them). [-1]
  Date: 2069. Cost: $45,000 + computer.
  Note: Normally, Amphibious characters have both Ground
  and Water move equal to their Basic Move, rather than buying
  either up or down separately. However, crocodiles are essential-
  ly amphibious, but are notably faster in water than on land;
  hence, the two Basic Move scores have been separated here. As
  the two modifiers cancel out, this can be regarded as a feature.
  MONITOR MONITOR
  99 points
  Like the crocshell, this bioshell, based on a the largest
  extant species of monitor lizard, the Komodo Dragon, exploits
  THE CYBERSHELLS
  28
  
  the robust constitution, combat capabilities, and other natural
  advantages of a big predatory reptile. Nicknamed the “monitor
  monitor” for its common uses as a guard, this bioshell can be
  fast, tough, and sneaky – like a normal Komodo. See the com-
  ments on the crocshell for explanations of many of this shell’s
  features. 150 lbs., 8’ long.
  Attribute Modifiers: ST+4 (No Fine Manipulators, -40%; Size,
  -10%) [20]; DX+2 (No Fine Manipulators, -40%) [24]; HT+5
  [50].
  Secondary Characteristic Modifiers: HP+3 (Size, -10%) [6];
  Per+1 [5]; Basic Speed+0.25 [5]; SM+1.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  Acute Taste and Smell 2 [4]; Claws (Sharp Claws) [5]; DR 2
  (Can’t Wear Armor, -40%; Tough Skin, -40%) [2];
  Discriminatory Smell [15]; Immunity to Metabolic Hazards
  (Partial, Skull hit locations only, -70%) [9]; Innate Attack 1d
  (Toxic; Cyclic, 1 day, 7 cycles, +60%; Follow-Up, Teeth, +0%;
  Onset, 1 hour, -20%; Resistible, HT-1, -25%) [5]; Peripheral
  Vision [15]; Reduced Consumption 1 (Cast-Iron Stomach, 
  -50%) [1]; Resistant to other Komodos’ Toxic Attacks (+3)
  [1]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy, -1,
  -20%) [2]; Striking ST +1 (Bite Only, -60%) [2]; Teeth (Sharp
  Teeth) [1]; Telecommunication (Cable Jack; Sensie, +80%)
  [9]; Telecommunication (Radio; Video, +40%) [14].
  Perks: Accessory (Tiny Computer); Scaly Hide. [2]
  Disadvantages: Appearance (Ugly) [-8]; Cold-Blooded
  (Threshold 65°; Mitigator, Food Supplements, Weekly,
  Special Source, -60%) [-4]; Electrical (Partial, Skull hit loca-
  tions only, -70%) [-6]; Frightens Animals [-10]; Hard of
  Hearing [-10]; Night Blindness [-10]; Quadruped [-35]; Short
  Legs [-2]; Social Stigma (Monster) [-15].
  Quirks: Especially limited high and low frequency hearing;
  Poor depth perception (can’t judge distances well; -3 on
  ranged attacks if it somehow gets to use them). [-2]
  Date: 2071. Cost: $40,000 + computer.
  Note: Some implementations of this idea suppress the veri-
  table soup of dangerous microbes that forms in a Komodo’s
  mouth, which in the wild enables the creature to bite a large
  victim once and then back off and wait for it to collapse due to
  infection. If this is done, delete the Innate Attack from the tem-
  plate, saving 5 points. However, users who find a use for this
  sort of shell often want it as a terror weapon, and choose to
  retain this feature.
  SENTIENT SNACKS
  see Deep Beyond, p. 114; -186 points
  Humanoid or animal-shaped synthetic snack food with
  enough cheap, disposable computer power to display a basic
  personality.
  Attribute Modifiers: ST-7 [-70]; DX-3 [-60].
  Secondary Characteristic Modifiers: Basic Move-2 [-10]; 
  SM-6.
  Advantages: Doesn’t Breathe (Oxygen Absorption, -25%) [15];
  Doesn’t Eat or Drink [10]; Flexibility [5]; High Pain
  Threshold [10]; Immunity to Disease [10]; Immunity to
  Metabolic Hazards (Brain-related effects only, -50%) [15];
  Injury Tolerance (No Blood; Not immune to blood-borne
  toxins, -50%) [3]; Injury Tolerance (No Brain, No Neck, No
  Vitals) [15]; Metabolism Control 6 (Hibernation, Triggered
  by Cold, -60%) [12]; Reduced Consumption 3 (Air Only,
  +100%) [12]; Temperature Tolerance 3 [3].
  Perks: Accessory (Tiny Biodegradable Computer); Sanitized
  Metabolism. [2]
  Disadvantages: Bioroid Body [-4]; Electrical (Partial, Vitals hit
  locations only, -30%) [-14]; Invertebrate [-20]; Short Arms 
  [-10]; Short Lifespan 4 [-40]; Terminally Ill (50 hours left;
  Mitigator, Hibernating, -60%) [-40]; Unhealing (Total) [-30].
  Features: Early Maturation increased to level 5; Edible, and
  available in a range of designs and flavors.
  Date: 2098. Cost: $50 + enhanced computer if desired.
  Note: See Changing Times for an explanation of the Air
  Only enhancement to Reduced Consumption. The Mitigator
  on Terminally Ill stops working once the shell reaches its aging
  threshold (3 years).
  Variants
  Animal Snack (Deep Beyond, p. 115): Add Quadruped [-35].
  -221 points.
  THE CYBERSHELLS
  29
  
  SPIONFISCH
  see Under Pressure, p. 97; 9 points
  A fish bioshell, mostly used for surveillance.
  Attribute Modifiers: HT+2 [20].
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  DR 1 (Can’t Wear Armor, -40%; Tough Skin, -40%) [1];
  Doesn’t Breathe (Gills, Breathe underwater only) [0];
  Enhanced Move 1 (Water) [20]; Immunity to Metabolic
  Hazards (Partial, Skull hit locations only, -70%) [9]; Injury
  Tolerance (No Neck) [5]; Peripheral Vision [15]; Pressure
  Support 1 [5]; Telecommunication (Cable Jack; Sensie,
  +80%) [9]; Telecommunication (Radio; Video, +40%) [14].
  Perks: Accessory (Small Compact Computer). [1]
  Disadvantages: Appearance (Unattractive) [-4]; Bioroid Body 
  [-4]; Cold-Blooded (Threshold 50°) [-5]; Electrical (Partial,
  Skull hit locations only, -70%) [-6]; Ichthyoid [-50];
  Increased Life Support (Massive – Requires enough water to
  support its body) [-10]; No Depth Perception [-15].
  Date: 2086. Cost: $17,000 + computer.
  Variants
  See Under Pressure for notes on these.
  Bonito (Small Spionfisch): SM is -3; Add ST-4 [-40] and
  delete the Increased Life Support (a tank large enough for a
  small Spionfisch doesn’t have to be Massive). -21 points.
  Tuna (Large Spionfisch): SM is +2. Add ST+3 (No Fine
  Manipulators, -40%; Size, -20%) [12], HP+2 (Size, -20%) [4],
  and an extra half-level of Enhanced Move (Water) [+10]. 35
  points.
  TANIWHA
  see Under Pressure, p. 98; 164 points
  A killer whale bioshell, generally converted from an adult
  orca, used for military or paramilitary ops.
  Attribute Modifiers: ST+35 (No Fine Manipulators, -40%; Size,
  -40%) [70]; HT+5 [50].
  Secondary Characteristic Modifiers: SM+4.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  DR 5 (Can’t Wear Armor, -40%; Tough Skin, -40%) [5];
  Doesn’t Breathe (Oxygen Storage, ¥50, -40%) [12];
  Enhanced Move 1.5 (Water) [30]; Enhanced Tracking 1 [5];
  Immunity to Metabolic Hazards (Partial, Skull hit locations
  only, -70%) [9]; Injury Tolerance (No Neck) [5]; Nictitating
  Membrane 1 [1]; Peripheral Vision [15]; Pressure Support 2
  [10]; Scanning Sense (Sonar; Reduced Range, 1/10, -30%;
  Underwater Only, -10%) [12]; Teeth (Sharp Teeth) [1];
  Telecommunication (Cable Jack; Sensie, +80%) [9];
  Telecommunication 
  (Radio; 
  Sensie, 
  +80%) 
  [18];
  Temperature Tolerance 1 [1]; Ultrasonic Speech (Normal
  and ultrasonic communication) [10].
  Perks: Accessory (Microframe Computer). [1]
  Disadvantages: Bad Sight (Nearsighted, non-correctable) [-25];
  Electrical (Partial, Skull hit locations only, -70%) [-6];
  Ichthyoid [-50]; Increased Life Support (Massive – Requires
  a water tank or special support for its body) [-10]; No Sense
  of Smell/Taste (Can taste, -50%) [-2]; Short Lifespan 1 [-10].
  Quirks: Poor color vision. [-1]
  Date: 2071. Cost: $500,000 + computer.
  WARSHARK
  see Under Pressure, p. 98; 141 points
  A military shark bioshell.
  Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size,
  -20%) [24]; DX+3 (No Fine Manipulators, -40%) [36]; HT+2
  [20].
  Secondary Characteristic Modifiers: HP+4 (Size, -20%) [7];
  SM+2.
  Advantages: Absolute Direction (Requires Signal, -20%) [4];
  DR 1 (Can’t Wear Armor, -40%; Tough Skin, -40%) [1];
  Detect (Electrical and Magnetic Fields) [20]; Discriminatory
  Smell [15]; Doesn’t Breathe (Gills, Breathe underwater only)
  [0]; Enhanced Move 1 (Water) [20]; Enhanced Tracking 1
  [5]; Immunity to Metabolic Hazards (Partial, Skull hit loca-
  tions only, -70%) [9]; Injury Tolerance (No Neck) [5]; Night
  Vision 7 [7]; Peripheral Vision [15]; Pressure Support 2 [10];
  Striker (Snout; Crushing; Cannot Parry, -40%) [3]; Teeth
  (Sharp Teeth) [1]; Subsonic Hearing (Low-frequency and
  normal sounds) [5]; Telecommunication (Cable Jack;
  Sensie, +80%) [9]; Telecommunication (Radio; Video, +40%;
  Reduced Range, 1/2, -10%) [13]; Telecommunication (Sonar
  Comm; Reduced Range, 1/2, -10%) [9]; Ultrasonic Speech
  (Normal and ultrasonic communication) [10]; Vibration
  Sense (Water) [10].
  Perks: Accessory (Small or Microframe Computer). [1]
  Disadvantages: Appearance (Ugly) [-8]; Bioroid Body [-4];
  Cold-Blooded (Threshold 50°) [-5]; Electrical (Partial, Skull
  hit locations only, -70%) [-6]; Ichthyoid [-50]; Increased Life
  Support (Massive – Requires enough water to support its
  body) [-10]; Short Lifespan 2 [-20]; Social Stigma (Monster)
  [-15].
  Features: Somewhat abrasive skin.
  Date: 2082. Cost: $65,000 + computer.
  Options: A warshark with weapon hardpoints or mounting-
  points for other devices attached to its skeleton may take a few
  points in Payload with the Exposed limitation. Complex
  attachment systems with interfaces to the shell’s electronic sys-
  tems might also be classed as a perk.
  THE CYBERSHELLS
  30
  
  Acid-Resistant 
  enhancement, 5.
  Advantages, 5.
  Aerial cybershells, 11, 18, 21,
  22, 23, 24.
  Aerorover cybershell, 23.
  Afrit cybershell, 17.
  Animal snacks variant cyber-
  shell, 29.
  Arlesienne ro-ped 
  cybershell, 8.
  Arm modification, 5.
  Asteroid mining 
  cybershell, 25.
  Baikal cryobot 
  cybershell, 23.
  Beobachter data-collection
  unit cybershell, 11.
  Biomorphic cybershells, 
  12-16.
  Bioshells, specialist, 27-30.
  Boatbot cybershell, 6.
  Bonito (small spionfisch)
  cybershell, 30.
  Bouncing enhancement, 5.
  “C-Brown” gardener 
  cybershell, 7.
  Calamarine cybershell, 27.
  Camouflaged Static Monitor
  cybershell, 16.
  Centaur cybershell, 13.
  Cetapod cybershell, 28.
  Combat systems, 16-22.
  Crocshell cybershell, 28.
  CSM-4 cybershell, 16.
  Cyberdog cybershell, 12;
  variants, 13.
  Cyberdolphin cybershell, 13.
  Cyberscooter vehicle, 8.
  Cybertool cybershell, 4.
  Data-collection cybershells,
  11; see also Space
  Cybershells and Exotic
  Environment Cybershells.
  Disadvantages, 5; new, 7;
  variant, 7.
  Diver Propulsion 
  Vehicle (DPV) variant
  cybershell, 7.
  Dog cybershell, 12.
  Dolphin cybershell, 13.
  Domestic devices, 6-10.
  Dust-buster nanosat 
  cybershell, 25.
  Endymion cybershell, 23.
  Engineering cybershell, 10.
  Enhancements, 5; special, 7.
  Exotic environment 
  cybershells, 18, 23-27.
  Exploration cybershells, 11,
  23; see also Space
  Cybershells and Exotic
  Environment Cybershells.
  Exposed Controls 
  modification, 7.
  Extra Wheels advantage, 5.
  Fish cybershell, 30.
  Flying cybershells, see Aerial
  Cybershells.
  Food cybershells, 29.
  Gardener cybershell, 7.
  Gas-giant aerobot 
  cybershell, 24.
  Gazelle cybershell, 15.
  Ghola cybershell, 17.
  Gorgon II cybershell, 14.
  Hacha-2c cybershell, 19.
  Helicopter cybershell, 21.
  Herzberg cybershell, 24.
  Hicks Mk 92 cybershell, 21.
  High Arcadian centaur
  cybershell, 13.
  House, robotic, 10.
  Housecomp, 10.
  Ice-tunneling cybershell, 23.
  Idmon explorer aquabot
  cybershell, 11.
  Inorganic cybershell, 12-16.
  J-56 Ying transatmospheric
  UCAV cybershell, 18.
  Kaeru mini scout-RATS
  cybershell, 20.
  Komodo dragon 
  cybershell, 28.
  Limitations, 5.
  Lizard cybershell, 28.
  Maintenance snake 
  cybershell, 14-15.
  Marine cybershells, 6, 7, 
  11, 13, 17, 18, 21, 23, 27,
  28, 29.
  Mars, 18.
  Medevac cybershell, 20.
  Medical cybershells, 20.
  Medusa cybershell, 14.
  MCS-52 cybershell, 19.
  MCS-64 cybershell, 19.
  Military cybershells, 20, 26,
  30; see also Combat
  Systems.
  Mini-snakebot cybershell,
  14.
  Mini-UCAV cybershell, 21.
  Mining worm cybershell, 25;
  armored, 25.
  Missile cybershell, seeker, 21.
  Modifiers, 5.
  Monitor monitor cybershell,
  28.
  Moon, 23, 26.
  Nanosat cybershell, dust-
  buster, 25; sabotage, 26;
  service, 25.
  Nehebkau mini-snakebot
  cybershell, 14.
  Police cybershells, vest, 6; see
  also Combat Systems.
  Portable cybershells, 4-6, 
  14, 21.
  RATS cybershell,
  amphibious, 17; mini
  scout, 20; jump, 18; jungle,
  18; 
  microgravity, 24; Titan, 25.
  Reporter’s Vest cybershell, 6.
  Reprogrammable disadvan-
  tage, Exposed Controls
  modification, 7.
  Robotic house, 10.
  Ro-ped vehicle, 8; variants,
  9.
  Robobike vehicle, 8.
  Sabotage nanosat 
  cybershell, 26.
  Safari cybershell, Gazelle, 15;
  Vulture, 15.
  Satellite cybershell, 25-26.
  Sealed advantage, Acid-
  Resistant modification, 5.
  Security cybershells, 10, 16,
  22; see also Combat
  Systems.
  Seeker missile 
  cybershell, 21.
  Sentient snacks 
  cybershell, 29.
  Service nanosat 
  cybershell, 25.
  Shakoosh cybershell, 9.
  Shark cybershell, 17; 
  warshark, 30.
  Short Legs disadvantage, 5.
  Short limitation, 5.
  Smart torpedo cybershell,
  21.
  Snacks cybershell, 29.
  Snake cybershell, 14-15.
  Sonar Comm modification,
  5.
  Space cybershells, 18, 23-27.
  Space station, 24.
  Spionfisch cybershell, 30.
  Squid cybershell, 27.
  Stevedore cybershell, zero-G,
  26.
  Stormchaser cybershell, 11.
  Super Jump advantage,
  Bouncing Only 
  modification, 5.
  Swarmdozer cybershell, 10.
  Taniwha cybershell, 30.
  Telecommunication 
  advantage, Sonar Comm
  modification, 5.
  Titan, 23, 25.
  Tools cybershells, 4-6.
  Torpedo cybershell, smart,
  21.
  Treeshell cybershell, 16.
  Tumbleweed cybershell, 26.
  Tuna (large spionfisch)
  cybershell, 30.
  Tuxing Type-94 aerobot
  cybershell, 24.
  TWX Type-97 aerobot 
  cybershell, 24.
  Underwater Sub-Munitions
  Delivery System (USMDS)
  cybershell, 21.
  Utility cybershells, 6-10.
  Vehicles, 7, 8.
  Venus-capable cybershell,
  26.
  Very Easy Activation 
  variant, 9.
  Villaret medevac cybershell,
  20.
  Vulture cybershell, 7.
  Warshark cybershell, 30.
  Water-capable cybershells,
  15; see also Marine
  Cybershells.
  Wearable equipment, 4-6.
  Whale cybershell, 28, 30.
  Wingbot cybershell, 22.
  Zero-G stevedore cybershell,
  26.
  Zeus-3 aerobot cybershell,
  24.
  INDEX
  31
  INDEX
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/Transhuman Space/Transhuman Space - Shell Tech [GURPS 4E] [e23].pdf