TEXT: MAN'S BEST FRIEND 
  giving robohounds an overhaul 
  by Gary Astleford  
   
  The following rules are based, in part, on those originally presented in Interface Magazine volume 1, 
  issue 1. The rules presented here pretty bare-bones and to the point, but we've done a little bit of 
  playtesting and they seem to work fine. As with just about any rules modification, these can be heavily 
  abused by both players and GMs. Please use your good brains when implementing these rules, and 
  accept the availability codes as gospel. I will be in no way held responsible for players who build uber 
  hunds with Body scores of 16 and externally-mounted Hellfire missiles. You have been warned. 
   
  Instructions for use: 
   
  Choose a model type and frame composition for your hound. Add the two costs together, and then 
  choose the size of the hound in question. The base cost is modified depending on the size of the hound. 
  All further modification costs are added to this "final" price. In the case of multipliers, round to the 
  nearest whole number. Next, buy options. The "spaces" used in robohounds are in no way compatible 
  with the spaces used in Maximum Metal. If symptoms persist for more than two weeks, please seek out 
  the advice of a qualified street physician. 
  Model Type 
  Bod 
  Ref 
  MA 
  Armor 
  Avail 
  Cost 
  Basic 
  5 
  5 
  12 
  5 SP 
  E 
  1000 
  Security 
  7 
  7 
  16 
  10 SP 
  C 
  2000 
  Police 
  9 
  9 
  20 
  15 SP 
  P 
  4000 
  Military 
  11 
  11 
  24 
  20 SP 
  R 
  8000 
   
  Bod: The hound's initial Body rating, which determines its strength. 
  Ref: The hound's initial Reflex rating, which determines its reaction time and coordination. 
  MA: The hound's initial Movement Allowance, which determines how fast it can move. 
  Armor: The model's base armor stopping power. This counts as soft armor. 
  Avail: The availability of the model type on the open market. 
  Cost: The standard retail cost of the model type. This cost can increase dramatically on the black 
  market. 
  Frame Composition 
  Notice 
  Base SDP 
  Wt. Mod 
  Cost 
  Metal 
  +3 
  10 
  x1.25 
  500 eb 
  Ceramet 
  +1 
  15 
  x1 
  1000 eb 
  Triplastic 
  –1 
  20 
  x.5 
  2000 eb 
   
  Frame Composition: The primary component that makes up the hound's frame. Frame composition 
  affects the weight of the unit and the unit's durability, as well as the way it moves and feels when 
  touched. 
  Notice: A bonus granted to an observer to detect whether the cyberhound is a true organic dog, or a 
  robot. 
  Base SDP: The base structural damage points of the frame in question. A hound can take this much 
  damage before shutting down, and can take double this amount before being completely destroyed. 
  Wt. Mod: The multiplier for the hound's final weight (base is determined by frame size). 
  Cost: The cost for the frame type in eurodollars. 
  Frame Size 
  Bod 
  Ref 
  MA 
  Spaces 
  Max. Spaces 
  SDP 
  Guns 
  Wt. 
  Cost 
  Small 
  –4 
  +4 
  x.5 
  ½ 
  1 
  x.5 
  P 
  30 
  x.5 
  Medium 
  –2 
  +2 
  x.75 
  1 
  1½ 
  x.75 
  J 
  70 
  x.75 
  Large 
  +0 
  +0 
  x1 
  1 
  2 
  x1 
  L 
  150 
  x1 
  V. Large 
  +2 
  –2 
  x1.25 
  2 
  4 
  x1.5 
  N 
  220 
  x1.5 
  
   
  Frame Size: The size of the frame and, hence, the size of the hound. Small frames are equal to toy-sized 
  dogs, Medium frames are equal to terrier-sized dogs, Large frames are equal to shepherd-sized dogs, 
  and Very Large frames are equal to great dane-sized dogs. 
  Bod: The modifier made to the hound model's Body score. 
  Ref: The modifier made to the hound model's Reflex score. 
  MA: The multiplier for the hound model's Movement Allowance. 
  Spaces: The number of spaces the frame is equipped with normally. 
  Max. Spaces: The maximum number of spaces that the frame can be equipped with. 
  SDP: The multiplier for the hound frame's SDP. 
  Guns: The maximum size for pop-up weapons that are installed into the hound (see "Ranged 
  Weapons"). 
  Wt.: The base weight for the frame in pounds. This is further modified by the frame's composition. 
  Cost: The cost multiplier for the hound. This multiplier is applied to the total cost of the frame and 
  model. 
   
  Base Options (all hounds come equipped with these, and they take no spaces): 
   
  1 CPU (Int 3): The hound's computerized brain. 
   
  Control Interface Workstation (CIW): Each hound has a separate control unit which is about the size of a 
  standard briefcase. The workstation opens up, and is used to program hounds for specific settings and 
  behaviors. A hound's location and status can be monitored from the workstation at all times. An 
  operator skilled in piloting remotes (with the Control Remotes skill) can jack into the hound's CPU 
  directly (neural interface cables), or can control it manually. CIWs come equipped with password 
  security protection, but can be upgraded to a retinal identity system for 500eb. 
   
  Standard Audio Package: Standard cyberaudio mount with radio link (antennae in hound's "tail" by 
  default), IFF (Identify Friend or Foe) equipment, and ten transponder tags. The IFF system keys on 
  transponder chips which are placed inside tags. The tags are about the size of a credit card, and are 
  typically worn by means of a metal clip or a lanyard. Tags have two settings: Friend and Master. The 
  Friend setting indicates that the wearer of the tag is an ally. The hound will only take orders and 
  instructions from a person wearing a tag set to the Master setting. 
   
  Standard Optics Package: Robohounds come stock with a pair of high-definition optics. Up to two 
  cyberoptic options can be purchased at normal prices, and take up no spaces. Additional cyberoptic 
  options can be purchased at normal prices, and take up ¼ space each. A single option need only be 
  purchased once. 
   
  Standard Teeth & Claws: Base damage for a tooth or claw attack is 1d6+1 plus the hound's strength 
  bonus. 
   
  Artificial Fur: Hounds come stock with an outer coating that, at first glance, resembles the fur of a real 
  dog. Closer examination reveals it for what it is, though it can pass casual scrutiny fairly easily. Fur color 
  and pattern depend largely on the breed of the dog that is chosen, though many designer colors and 
  patterns are available. Ever want a dog with pink leopard spots or safety orange zebra stripes? Now you 
  can (and God help you). Alternately, some people prefer to keep their hounds "naked," without fur or 
  covering of any kind. 
   
  Dog Behavior Programming: See the section titled "Programs" for more details. 
   
  Energy Star Compliance: All hounds, unless programmed otherwise, will shut down after six hours of 
  inactivity in order to conserve energy. This option can be toggled on or off, and the hound's master can 
  set the hound to "wake" in response to a variety of criteria (sounds, elapsed time, specific events, etc.). 
   
  Rechargeable Power Cells: Hounds are powered by rechargeable power cells. The cells are good for 
  twenty-four hours of normal operating time, though strenuous activity (running, for instance) can lessen 
  the life of the batteries. 
  
   
  Kill Switch: All hounds come standard with an external kill switch. The location of the switch is such that 
  it is not easily reached, and must be activated in a specific pre-programmed manner (three long 
  presses, two short presses, etc.). The kill switch can also be activated remotely from the hound's CIW. 
   
  Other Options 
   
  Additional CPUs 
  Each CPU past the first increases the hound's base Intelligence by 3 points. Note that this is not a form 
  of sentient intelligence, but rather a measure of processor speed and sophistication. The hound's 
  intelligence is used by an autonomous hound to make Awareness/Notice checks. In addition, a dog can 
  run a number of programs equal to its Intelligence score. Each CPU takes up ¼ space and costs 2000 
  eb. A hound can have no more than four CPUs (12 Intelligence max). Availability C. 
   
  Armor & Coatings 
  Hounds can be made to look any way their owners wish them to look. Some examples follow. 
   
  Additional Armor: Additional kevlar and ceramic plating can be attached to a hound, increasing its SP by 
  5. Each five additional points of armor cost 100eb, and takes up no spaces. A hound's armor SP can 
  never be higher than 30, and for each five points of SP a hound is armored past 20, observers receive a 
  +1 to Awareness checks when detecting a hound. Availability C. 
   
  Superchrome: Hounds can be Superchromed. While this has no game effect (aside from marking the 
  hound as what it is), it looks neat and stylish. No spaces, 200eb. Availability E. 
   
  RealHide: This is an artificial covering designed to make a cyberhound appear to be a real dog. It 
  includes an artificial skin, complete with fur and markings for any species of dog imaginable, and gives 
  off a heat signature comparable to a living, breathing dog. Observers suffer a –5 penalty to Awareness 
  rolls to detect whether or not a dog so equipped is real or not. No spaces, 500eb. Availability E. 
   
  Electric Charge Defense: An active defense system that shocks anyone who touches the hound's body. 
  As long as the target hits with a hand-to-hand or (conductive) melee attack, or the hound somehow 
  makes full body contact with a target, no to-hit roll is required. The shock does 1d6 damage to the 
  target, and the target must make a Stun/Shock save at -1 (plus any other modifiers for damage taken) 
  or be knocked unconscious for 1d10 minutes. This option is powered by the hound's own power cells, 
  and must recharge for three turns before it can be triggered again. Availability P. 
   
  Cyberoptions 
  Hounds can be fitted with many cyberoptions, as well. Each cyberoption, unless noted otherwise, takes 
  up ¼ spaces and costs the full listed price. Obviously, not all cyberware is compatible with hound 
  technology, and GM discretion is advised. Note that speedware of any kind is not compatible. Other 
  neuralware (links, etc.) can be integrated without needing a Neuralware Processor. 
   
  External Mounts & Hardpoints 
  All hounds may carry up to half of their internal space value in external weapons and gear without 
  affecting their performance. Obviously, this doesn't do much for disguising their artificial nature, but it 
  sure looks intimidating. 
   
  Frame Modifications 
  This includes slight modifications that can be made to the hound's frame. Details follow. 
   
  EMP Shielding: This frame modification provides the equipped robohound and all its subsystems with 
  complete protection against most EMP effects. It uses ¼ space, and costs half the price of the final 
  hound (not including program costs). Availability P. 
   
  Heat Shielding: Provides an equivalent of SP 20 versus damage caused by fire and heat. This option 
  uses ¼ space, and cost depends on hound's size: Small 400eb, Medium 800eb, Large 1200eb, and Very 
  Large 1600eb. Availability C. 
  
   
  Hydraulic Rams: Adds +10 SDP to the hound's total SDP, as well as +3 to the hound's Body stat. Uses 1 
  space and costs 800 eb. Not compatible with Thickened Myomar. A hound equipped with hydraulic rams 
  will never, under any circumstances, pass for a real dog. This modification can be purchased once. 
  Availability C. 
   
  Reinforced Joints: Adds +5 SDP to the hound's total SDP. This modification can be purchased once. Uses 
  ¼ space, costs 400 eb. Availability E. 
   
  Restricted Access Kill Switch: The hound's kill switch is internally located, and cannot be activated unless 
  the hound is first opened up. The kill switch can still be activated from the CIW. Uses no spaces, costs 
  100eb. Availability C. 
   
  Spaces: Additional "spaces" can be bought for 250 eb per ¼ space (or 1000 eb per full space) up to the 
  Max. Spaces rating listed under the frame's size. Availability E. 
   
  Speed: A hound's Movement Allowance can be increased by 4 points for every ¼ space used. This 
  modification can be purchased twice. Cost is 300eb. Availability E. 
   
  Stealth: Any noise produced by a moving robohound can be reduced by modifying the hound's joints and 
  feet. This modification grants the hound a +2 bonus to the use of the Stealth skill. Uses ¼ space, costs 
  500eb. Availability C. 
   
  Storage Area: A lockable airtight space within the hound which measures 2 inches by 2 inches by 6 
  inches. This option can be purchased twice, which doubles the available space. Uses ¼ space, cost is 
  50eb. Availability E. 
   
  Thickened Myomar: Adds +5 SDP to the hound's total SDP, as well as +1 to the hound's Body stat. Uses 
  ½ space and costs 600 eb. Not compatible with Hydraulic Rams. Gives observers a +2 bonus to detect if 
  the hound is a real dog or not. This modification can be purchased once. Availability C. 
   
  Water Safe: Robohounds are not naturally buoyant, and require special modifications in order to 
  traverse deep water safely. The Water Safe modification provides the hound with the ability to float. In 
  addition, it seals the dog's chassis to prevent water damage to sensitive components. Spaces used and 
  cost of the modification depends on the hound's frame composition, as heavier frames require more 
  modification in order to supply the requisite buoyancy. Metal frame uses ½ space, costs 750eb, Ceramet 
  frame uses ¼ space, costs 500eb, and Triplastic frame uses no space, costs 250eb. Availability E. 
   
  Ranged Weapons 
  Hounds can be equipped with additional weapons, including "pop-up" firearms. Specific weapons cost 
  double the standard list prices, and are specially modified for inclusion in a hound's chassis (therefore, 
  they look little like their standard counterparts). Once ammunition is depleted, the hound must be 
  opened up and the weapon re-loaded manually (unless an Auto-Reload system is installed, see below). 
  Weapons are restricted by the size of the hound, so you won't be putting an M60 machine gun into a 
  cyber-Pomeranian. The "Guns" column on the Frame table lists the maximum concealability rating a 
  weapon may have before being added to a hound. GMs, please use common sense, as this is only a 
  general guideline. For example, it's doubtful that you would be able to fit a Barrett-Arasaka 20mm 
  cannon into very large frame, so show some restraint. Weapons take up a number of spaces depending 
  on their concealability ratings, as follows: 
  Concealability Rating 
  Spaces 
  Pocket 
  ¼ 
  Jacket 
  ½ 
  Long Coat 
  1 
  Not Concealable 
  1½ or more 
   
  Auto-Reload System: This is a rotating magazine system that will reload a hound's ranged weaponry 
  
  when it runs out of ammunition. The system will reload a given weapon only once. The size of the 
  Autoload system and the number of spaces it takes up is one grade less than the concealability rating of 
  the weapon (with a minimum of Pocket, even for Pocket-sized weapons). Cost is equal to one half the 
  weapon's cost, and ammunition costs remain unchanged. Availability P. 
   
  Tooth & Claw 
  Aside from the standard teeth and claws that most hounds are equipped with, there are numerous other 
  upgrades that can be applied to a hound's "natural" weapons. 
   
  Carboglas Teeth: An old favorite. Replaces a hound's standard mouth with a maw of extremely sharp 
  teeth (similar in construction to mono-blades). These teeth do a base of 2d6 damage, plus any bonuses 
  for the hound's body type. Takes up ¼ space, costs 500eb. Availability P. 
   
  Climbing Claws: Titanium alloy claws that give the hound greater traction and enhanced ability to scale 
  vertical obstacles. These grant the hound +4 to climbing-related Athletics rolls, and increase claw 
  damage to 1D6+3 plus any bonuses for the hound's body type. They come in two styles, either 
  retractable or non-retractable. Standard climbing claws take up ¼ space and cost 350eb. Retractable 
  climbing claws take up ½ space, and cost 500eb. Note that when retracted, climbing claws do standard 
  claw damage (1d6+1). Availability C. 
   
  Injecting Fangs: Replaces the hound's canines with hollow fangs that are very sharp. Also included is a 
  reservoir for each fang, and these can be filled with any injectable chemical, poison, or drug. Upon 
  making a successful bite attack, said chemical is injected into the target. As many as three injections 
  can be made before the reservoirs have to be refilled. Takes up ½ space, costs 750eb. Availability P. 
   
  "Lockjaw" Restraint Jaw: Once a hound equipped with this modification bites a target, its jaw will lock 
  into position and nothing, short of disassembling the hound, will get it to let go. What this means is that 
  the hound bites for standard damage, and doesn't let go. Each time the restrained target struggles to 
  break free, make opposed Body checks. If the victim succeeds, he manages to break free, but he takes 
  half damage from the hound's original bite attack. If the victim fails, he takes full damage from the 
  hound's bite, and is still restrained. Takes up ¼ space, and costs 500eb. Availability E. 
   
  Taser Bite: The hound with this upgrade has teeth cast from an alloy that is highly conductive to 
  electricity. The teeth are wired to a miniature taser, which has enough battery power for three bursts. 
  The taser activates automatically on a successful bite attack, and forces the victim to make an additional 
  stun/shock save at –1 to his roll (in addition to any other modifiers for wounds) or be knocked 
  unconscious for 1d10 minutes. The burst will also short out unshielded cyberware in and around the 
  bite's hit location 20% of the time. Availability C. 
   
  Miscellaneous Modifications 
  This includes just about any other enhancement that doesn't fit under the other headings. 
   
  Diagnostic Scanner: This is a simple medical diagnostic device that is installed in a robohound. By 
  touching an individual, the hound can determine and report the subject's medical information, including 
  blood pressure, pulse, respiration, temperature, and general state of health. Uses ¼ space, costs 800eb. 
  Availability C. 
   
  Explosives: Hounds can be turned into effective time bombs with addition of explosives. For every ¼ 
  space used to store an explosive device, one kilogram of any stable explosive substance can be placed 
  inside the hound. Uses ¼ space per kilogram of explosive, costs 200eb each time bought, plus the cost 
  for the explosives used. Availability P. 
   
  Fire Extinguisher: A small fire extinguisher can be placed within the hound's internal cavity. The unit is 
  good for five "shots" of flame retardant foam, after which it must be replaced. Uses ¼ space, costs 
  100eb. Availability E. 
   
  Olfactory Enhancement: This increases the sensitivity of the hounds scent receptors, allowing it to track 
  targets by scent. The hound must be supplied with a scent sample, and afterwards gets a +4 bonus to 
  
  any Hunt program skill rolls it makes to track the target. Uses ¼ space, costs 600eb. Availability E. 
   
  Siren: A must for security models. The hound is equipped with a miniature bullhorn/siren. The siren can 
  play up to ten short pre-recorded messages (ie, "Drop your weapons!") and can belt out a loud alarm. 
  Uses no spaces, costs 75eb. Availability E. 
   
  Self-Destruct Device: A small explosive charge or EMP generator that is placed in or near the hound's 
  central processor(s). When activated, the device destroys the hound's CPU(s) without causing significant 
  damage to the rest of the unit. These devices can be activated from the hound's CIW, or with a hand-
  held remote (about the size of a pager) that the handler can carry on his person. Uses no spaces, costs 
  500eb. For an additional 200 eurodollars, the device can be tied into a unique verbal "kill phrase." The 
  kill phrase need only be spoken aloud to the hound, and this then causes the self-destruct device to 
  activate. Availability P. 
   
  Spotlight: A bright spotlight can be installed in a hound, either on an external mount or as a "pop-up" 
  option, effectively turning the hound into a walking flashlight. Externally mounted spotlights take no 
  spaces, and cost 150eb. Retractable "pop-up" spotlights take ¼ space, and cost 300eb. Note that a dog 
  with an externally-mounted spotlight will not pass as a real dog. Availability E. 
   
  Winch and Cable: A winch and cable assembly can be installed into a robohound. 100' of five-hundred 
  pound test cable are supplied, along with a hook attachment. Uses ¼ space, costs 300eb. Availability E. 
   
  Programs 
  Dogs can be programmed with software that dictates how they behave, what they can do, and how well 
  they can do it. As stated previously, a dog may only run as many programs as it has points of 
  Intelligence (not including the Dog Behavior routine). Hound programs are similar to skill chips, though 
  they are not the same (and hence, they cannot be used by a person who has a chip socket implanted, so 
  don't be a doofus). Most hound programs are bought in levels (like skill chips), and these levels rarely 
  exceed +4. In order to use a piece of implanted weaponry or equipment autonomously, a hound must 
  have the requisite programming. 
  Program 
  Description 
  Cost/Level 
  Max Level 
  Attack 
  Use of "natural" weapons and brawling. 
  200eb 
  +4 
  Breed Behavior 
  Behavior typical to a given breed. 
  100eb 
  N/A 
  Companion 
  Necessary for dogs used by people with disabilities. 
  150eb 
  N/A 
  Dog Behavior 
  Standard dog behavior: sit, fetch, stay, come, etc. 
  Included 
  N/A 
  Firearms 
  Handgun, Rifle, or Submachinegun skills (specify). 
  300eb 
  +4 
  Heavy Weapons 
  Programming for use of Heavy Weapons. 
  400eb 
  +4 
  Hunt Behavior 
  Shadow/Track, Stealth. 
  175eb 
  +4 
  Misc. Skills 
  Depends on skill, use list & pricing CP2020 pg 83. 
  Varies 
  +4 
  Movement 
  Athletics and Swimming skills 
  150eb 
  +4 
  Pack Mind 
  Group tactics, increases pack effectiveness. 
  250eb 
  N/A 
  Patrol Behavior 
  Awareness/Notice, knowledge of patrol area. 
  125eb 
  +4 
  P.I.P. 
  Pseudo-Intellect Programming. 
  3000eb 
  N/A 
  Rescue Behavior 
  Search and rescue programming. 
  200eb 
  +4 
   
  Attack: This programming applies to any natural attacks the hound makes with tooth and claw attacks. 
  Availability C. 
   
  Breed Behavior: Breed programming can emulate the quirks and personality types common to specific 
  breeds of dogs. Availability E. 
   
  Companion: Used by hounds that are in service to disabled masters. The software allows the dog to 
  safely guide a blind master, as well as perform simple tasks (bringing the phone, etc.). Availability E. 
   
  
  Dog Behavior: The standard programming included with nearly every robohound. Includes the behavior 
  typical of a trained canine. Robohounds that are so equipped will stay, sit, fetch, come, speak, etc., on 
  command. Availability E. 
   
  Firearms: Ranged weapon programming for robohounds. Each type of weapon programming must be 
  purchased separately. Availability P. 
   
  Heavy Weapons: Heavy weapon programming for robohounds. Availability R. 
   
  Hunt Behavior: The level of this programming determines the hound's skill when using the 
  Shadow/Track and Stealth skills. Availability C. 
   
  Miscellaneous Skills: Some consumers like to have hounds trained in skills that are not normally related 
  to dogs. This includes additional languages. GM discretion is advised, as certain skills used by 
  cyberhounds might be considered silly. Availability varies. 
   
  Movement: This programming acts as the hound's Athletics and Swimming skill scores. It is used to 
  climb or jump over obstacles, to catch thrown or dropped items, and to negotiate other hazards. Note 
  that hounds have no neutral buoyancy, and will sink like stones in deep water unless properly modified. 
  Availability E. 
   
  Pack Mind: All hounds in a particular "pack" must be running this software. The software grants a +1 
  bonus for every hound past the first to Hunt and Patrol program rolls. Additionally, when a pack is 
  attacking a single target with the Attack program, the attacks are assumed to be coordinated as well, 
  granting a +1 to hit per every hound past the first in the pack. The maximum bonus granted by Pack 
  Mind software is +5. Availability P. 
   
  Patrol Behavior: The level of the hound's Patrol Behavior programming is applied as its 
  Awareness/Notice skill. Additionally, a hound with Patrol Behavior can store up to fifty different patrol 
  routes, as well as minute details about them. For example, on a successful check the hound will notice a 
  hole in a piece of fencing that was not there the last time it passed. Availability E. 
   
  Pseudo-Intellect Programming: This nasty package is a large quasi-AI program that counts as three 
  programs when determining how many programs a hound can run. In addition, the hound in question 
  must have an Intelligence score of at least 9 (ie, three CPUs). What this software does, more or less, is 
  give the hound near-autonomy, allowing it to plan, make decisions, formulate strategies, and act 
  independently for an indefinite amount of time. Even though the hound may seem Intelligent, remember 
  that this software is just an advanced program suite designed to replicate genuine intelligence in an 
  artificial construct…or is it? Availability R+. 
   
  Rescue Behavior: This programming allows the dog to employ search and rescue routines. The dog will 
  actively search for injured or lost people, and can even be programmed to look for a specific person. 
  While the hound cannot administer first aid, it can transmit a status report to its master via the CIW 
  with a simple description of the subject's status (ie, awake, unconscious, dead, obvious wounds, etc.). 
  With proper equipment, this status report can be quite detailed (see Diagnostic Scanner, under 
  Miscellaneous Modifications). Availability C. 
   
  Sample Robohounds 
   
  Model: Kay Nine Enterprises "Barbie Hound" 
  Type: Artificial Animal Companion 
  Frame/Model: Small Metal/Basic Model 
  Total Cost: 1,750eb 
  Body: 1 
  Reflex: 9 
  Intelligence: 3 
  MA: 6 
  SP: 5 
  SDP: 5 
  
  Total Spaces: ½ 
  Weight: 37.5 pounds 
   
  Options: 
  Realide (0/500eb) 
  Programs: 
  Dog Behavior 
  Breed Behavior - Toy Poodle 
  Companion 
  Patrol Behavior +2 (5+1d10 to Awareness/Notice) 
  Capsule: Put forth as the original artificial poodle, the Barbie Hound is an extremely affordable 
  robohound designed for companionship and limited home security. These dogs don't present much of an 
  obstacle for a determined thief, but they're not designed to. Available in many "natural" colors (white 
  and black are popular), as well as in pink, blue, and red. 
   
  Model: Militech Security "Pavlov" 
  Type: Standard Security Robohound 
  Frame/Model: Medium Ceramet/Security Model 
  Total Cost: 5,625eb 
  Body: 5 
  Reflex: 9 
  Intelligence: 3 
  MA: 16 
  SP: 10 
  SDP: 16 
  Total Spaces: 1 
  Weight: 70 pounds 
   
  Options: 
  Realhide (0/500eb) 
  Reinforced Joints (.25/400eb) 
  Lockjaw (.25/500eb) 
  Olfactory Enhancement (.25/600eb) 
  Siren (0/75eb) 
  Increased Speed (.25/300eb) 
  Programs: 
  Dog Behavior 
  Attack +2 (11+1d10 to attack) 
  Hunt Behavior +2 (5+1d10 to Shadow/Track, 10+1d10 to Track by scent, 11+1d10 to Stealth) 
  Patrol Behavior +2 (5+1d10 to Awareness/Notice) 
  Capsule: A standard low-end security robohound. Not particularly bright, but it gets the job done for 
  many metropolitan police forces. They are quite often designed to resemble Labradors, and are often 
  used to sniff out narcotics and other contraband. 
   
  Model: Astratech "Sparky" RoboRescue 
  Type: Fire and Rescue Robohound 
  Frame/Model: Medium Ceramet/Security Model 
  Total Cost: 9,475eb 
  Body: 5 
  Reflex: 9 
  Intelligence: 6 
  MA: 12 
  SP: 10 
  SDP: 11 
  Total Spaces: 1.5 
  Weight: 70 pounds 
   
  Options: 
  +.5 Additional Spaces (0/500eb) 
  +1 CPU (.25/2000eb) 
  Heat Shielding (.25/1000eb) 
  Standard Climbing Claws (.25/350eb) 
  Fire Extinguisher (.25/100eb) 
  
  Siren (0/75eb) 
  Pop-Up Spotlight (.25/300) 
  Diagnostic Scanner (.25/800eb) 
  Programs: 
  Attack +2 (11+1d10 to attack) 
  Breed Behavior - Dalmation 
  Dog Behavior 
  Hunt +2 (8+1d10 to Shadow/Track, 11+1d10 to Stealth) 
  Movement +4 (13+1d10 to Athletics) 
  Patrol Behavior +2 (8+1d10 to Awareness/Notice) 
  Rescue Behavior +4 (10+1d10 to Search & Rescue) 
  Capsule: The modern fire department's Dalmatian. Though too expensive to be popular in cities where 
  tax dollars are tighter than a lollypop's fishnets, several municipalities rotate a limited number of these 
  models between local fire stations. 
   
  Model: Militech Security "Plague Dog" 
  Type: High-Performance Autonomous Military Robohound 
  Frame/Model: Large Triplastic/Military Model 
  Total Cost: 27,250eb 
  Body: 11 
  Reflex: 11 
  Intelligence: 9 
  MA: 24 
  SP: 20 
  SDP: 25 
  Total Spaces: 2 
  Weight: 75 pounds 
   
  Options: 
  +1 Additional Space (0/1000eb) 
  +2 CPUs (.5/4000eb) 
  Reinforced Joints (.25/400eb) 
  Restricted Access Killswitch (0/100eb) 
  Carboglas Teeth (.25/500eb) 
  Realhide (0/500eb) 
  Standard Optics Package with Low-Lite and Targeting (0/600eb) 
  Smartgun Link (.25/100) 
  Smartlinked Militech Viper SMG (.5/2400eb) 
  Auto-Reload System (.25/600eb) 
  Programs: 
  Dog Behavior 
  Attack +4 (15+1d10 to Attack) 
  Hunt Behavior +4 (13+1d10 to Shadow/Track, 15+1d10 to Stealth) 
  Movement +4 (15+1d10 to Athletics) 
  Pack Mind 
  Patrol Behavior +4 (13+1d10 to Awareness/Notice) 
  Pseudo Intellect Programming 
  Submachinegun +4 (18+1d10 to SMG Attack) 
  Capsule: A high-end, military grade robohound. The intelligence of the model is frightening, and there 
  are rumors that several units have actually managed to go rogue. Militech is considering installing a 
  remote-operated self-destruct in future models.�
  �
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Mans Best Friend by Ocelot.pdf