Cyberbeasts

Used as pets, or as protection, cyberbeasts are a popular form of mechanoid. They come in all varieties, from bears to snakes to wolves, and are widely produced by a variety of coporations. The most common cyberbeast is the cyberwolf, often used by law enforcement for its tracking abilities, or as personal protection for gangsters and wealthy businesspeople. 

Cyberbear

Large semi-sentient mechanoid (7d6)
STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)INT 6 (3d6) LOG 1 (1d6) WIL 10 (4d6)CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)
MELEE DEFENCE 26RANGED DEFENCE 10MENTAL DEFENCE 14VITAL DEFENCE 30
HEALTH 70SOAK 14; VULN 1d6 electricity, 2d6 ionIMMUNE Sick, Fatigued
INITIATIVE 4d6PERCEPTION 4d6SPEED 4; CLIMB 2; JUMP 12'/12'CARRY 300lb (max lift 750lb)
REACH 5-ftACTIONS 2
🅜 Claws 7d6 melee (4d6+5 slashing damage; knockdown)🅜 Bearhug 7d6 melee (4d6+5 crushing damage; restrains)
Skills scent 1 (1d6), hardy 6 (3d6), climbing 4 (2d6), swimming 4 (2d6), combat 3 (2d6), reactions 1 (1d6)Gear -       

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Bearhug. The bear grabs its target with both arms, squeezing it. It can only bearhug a target of Medium size or smaller. Once established, it inflicts 4d6+5 crushing damage each round automatically, and can move at half speed, carrying its victim. It takes a melee attack action with a one-handed size small or smaller weapon to escape the bearhug.  The bear may not make claw attacks while hugging a victim, and will not usually use this attack while being attacked by multiple foes.
Knockdown. Targets smaller than the robobear hit with a claw attack are knocked prone.

Cybersnake

Large semi-sentient mechanoid (7d6)    
STR 15 (5d6) AGI 15 (5d6) END 15 (5d6)INT 10 (4d6) LOG 1 (1d6) WIL 10 (4d6) CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)
MELEE DEFENCE 26RANGED DEFENCE 17MENTAL DEFENCE 14VITAL DEFENCE 23
HEALTH 42SOAK 7 ; VULN 1d6 electricity, 2d6 ionIMMUNE Sick, Fatigued
INITIATIVE 7d6PERCEPTION 6d6 SPEED 7; SWIM+ 7; CLIMB+ 7; JUMP -CARRY 300lb (max lift 750lb)
REACH 5-ftACTIONS 2
🅥 Constrict 7d6 vital (4d6+5 crushing damage; constrict)
Skills stealth 5 (2d6),  perception 3 (2d6), swimming 10 (4d6), reactions 6 (3d6), combat 6 (3d6)Gear -

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Constrict. A creature which is hit by the snake's constriction attack is Restrained until it can shake off the condition. The snake can only constrict one victim at a time, and once it has successfully struck a victim, the victim takes 4d6+5 crushing damage automatically at the start of its turn. The snake cannot move while constricting a victim.

Cyberspider

Medium semi-sentient mechanoid (6d6)  STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 24RANGED DEFENCE 18MENTAL DEFENCE 12VITAL DEFENCE 18
HEALTH 36SOAK 6; VULN 1d6 electricity, 2d6 ionIMMUNE Sick, Fatigued
INITIATIVE 6d6PERCEPTION 5d6SPEED 6; CLIMB+ 6; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Bite 6d6 melee (3d6+3 piercing/poison damage; slows)🅥 Web 5d6 vital (restrains; range 9)  
Skills stealth 4 (3d6), websense 3 (2d6), combat 6 (3d6, tactics 6 (3d6)Gear -            

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Poison. The robo-spider's bite attack contains a paralytic poison. Each successful bite renders the victim Slowed.
Web. A robo-spider's web attack is a ranged attack which Restrains a medium sized target or smaller. The web is not flammable and cannot be burnt off.
Death from on high. Robo-spiders  can drop down on their opponent from at least 5' above him, making a bite attack. This counts as a charge but knocks the opponent prone and does 2d6 extra damage instead of 1d6.

Cyberwolf

Medium non-sentinet mechanoid (6d6)
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 26RANGED DEFENCE 20MENTAL DEFENCE 12VITAL DEFENCE 16
HEALTH 36SOAK 6; VULN 1d6 electricity, 2d6 ionIMMUNE Sick, Fatigued
INITIATIVE 6d6PERCEPTION 5d6SPEED 6; CLIMB 3; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Bite 6d6 melee (3d6+3 piercing damage)🅡 Nose gun 6d6 ranged (3d6+3 ballistic damage; range 5)
Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), reactions 6 (3d6), stealth 4 (2d6), tracking 6 (3d6)Gear -

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Dart In. Move SPEED 6, attack, then move SPEED 6 back again.
Pack attack. Each additonal ally adjacent to the target grants +1d6 to attack.
Remorseless tracker. Once a robowolf starts tracking a target, it will never stop. It will continue to chase the target, without tiring, until either the target or itself is destroyed, without exception. Often, robowolves used as guard dogs are programmed to enter hunt-and-destroy mode upon detection of an intruder, making them an extermely effective deterrent. Robowolves will chase vehicles across an entire continents in pursuit of a target.