I actually have no idea, but I'd allow it. I really don't know why that wasn't covered. It's possible it may have been assumed to do that already.
If Krusty were around he could answer that, but Krusty is a bit mysterious. :\
Why Krusty?!?! Why?!?! Why hast thou forsaken us!?!?
(Please note...I'm kidding. We're aware you have a life beyond this forum.

)
..............and........for fans of robocop (and similar fantasy cyborgs), I present the Cyber Creature and Cyber Knight.
Cyber Creature
Cyber creatures, techno-organic organisms, are the ultimate expression of cybernetic life.
Creating a Cyber Creature
“Cyber Creature” is a template that can be added to any corporeal, living creature (referred to hereafter as the “base creature”).
The cyber creature uses all the base creature's statistics and special abilities, except, as noted here.
Special Qualities: A cyber creature retains the special qualities of the base creature and gains the following:
- Computer Link (Ex): As a move action, a cyber creature can link with any computer it can reach, using short filaments that extend from it's fingertips (or equivalent). Once the physical link it achieved, the cyber creature can use the computer to accomplish complex computer-related tasks more quickly than normal. A task that normally requires 1 or more minutes to complete on the computer takes a full-round action instead, while a task that normally takes 1or more hours takes 1 minute instead. The DC of the skill check increases by 5, however, as the cyber creature trades caution for expedience.
A cyber creature retains it's Dexterity bonus to armor class while linked to a computer. Disconnecting from the computer is a free action, and a linked cyber creature who takes an attack action automatically severs the link. The link is also broken the moment the cyber creature can no longer reach the computer.
- Cybernetic Adaptability (Ex): A cyber creature can have an additional number of cybernetic attachments equal to it's level. Improper removal of a cybernetic attachment installed on a cyber creature causes 1d4 points of temporary Constitution damage (instead of 1d4 points of permanent Constitution drain, as normal). See Chapter 11:Cybernetics of D20 Future for details.
Abilities: A cyber creature gains +2 to Constitution, -2 to Wisdom and Charisma. Intelligence and Wisdom are at least 3.
Skills: A cyber creature gains a +2 racial bonus on Computer Use checks.
Challenge Rating: Same as base creature +0.
Level Adjustment: Same as the base creature +0.
Cyber Knight
[Description]
Creating a Cyber Knight
“Cyber Knight” is a template that can be added to any Aleerin or cyber creature (referred to hereafter as the “base creature”).
The cyber knight uses all the base creature's statistics and special abilities, except, as noted here.
Armor Class: A cyber knight retains the armor bonuses of the base creature and gains the following:
- Natural Armor Bonus (Ex): A cyber knight gains an armor bonus equal to it's Hit Dice.
Special Qualities: A cyber knight retains all the special qualities of the base creature and gains the following:
- Damage Reduction (Ex): A cyber knight gains damage reduction equal to half it's Hit Dice/ - .
- Fast Healing (Ex): A cyber knight gains fast healing equal to half it's Hit Dice.
- Indelible Implants (Ex): A cyber knight's cybernetic implants are no longer susceptible to attacks, EMP, or massive damage, unless the cyber knight is dead (NB: Undead is not dead.), as they are fully integrated with the cyber knight's D.N.A. and physiology and have decentralized and redundant (i.e. backup) components. Thus, attempts to attack a cyber knight's implants, instead, damage the cyber knight itself and EMP and massive damage have no effect upon them. Furthermore, they are no longer vulnerable to electricity.
- Robosoul (Ex): A cyber knight can gain robot accessories, components, and upgrades as cybernetic implants; and can gain robot feats as if it were a robot (biodroid and bioreplica accessories, components, feats, and upgrades only). It must, however, meet all other prerequisites for all accessories, components, feats, and upgrades.
Abilities: A cyber knight gains +2 Strength.
Challenge Rating: Same as base creature +10.
Level Adjustment: Same as base creature +15.