Starfinder: CHAS - Cybernetic humanoid assault system

Chris Van Deelen

C.H.A.S. Combatant CR 10 XP 9,600

Neutral medium construct

Init +9; Senses: Darkvision 120 ft., low-light vision 240 ft.; Perception +24


Defense                                                             HP 200

EAC: 20; KAC: 23

Fort: +10; Ref: +10; Will: +7

Immunities: construct, unliving



Speed: 40 ft., 80 ft. (flying, limited)

Melee: 1 or 2 punches +20 or +16 (2d8+18 B) or 1 kick +20 (2d12+18 B Crit knockdown) or by melee weapon +20 (+18 damage)

Ranged: 1 or 2 machine gun bursts +23 or +19 (3d8+10) or by variant (see chart below)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Any weapon



Str +8; Dex +5; Con -; Int +3; Wis +0; Cha +0

Skills: Acrobatics +19, athletics +19, piloting +19

Feats: Blind fight, bodyguard, cleave, improved initiative

Other Abilities: Jump Jets

Languages: Common



Environment: Any

Organization: Solitary, pairs, trios, or squads (3d4+4)


Special Abilities

Any Weapon (Ex): The CHAS is fully capable of handling any type of weapon it encounters, including enemy weapons that are not often seen. As a result, the CHAS unit does not require the proficiency to use the weapon. This covers the entire range from swords, bows and other archaic weaponry, up to modern weapons, and even the various weapons on ships and other vehicles.

Jump Jets (Ex): The CHAS comes equipped with Jump Jets, which allow it limited flight capabilities. It can fire while using these jets, but suffers a -4 to all attack rolls. The unit can move up to 80 feet per round, and it has enough fuel to last for a maximum of 2 minutes. After the fuel has been depleted, it needs to be replaced before the unit can use this ability once again.


Loadout variation chart


To hit






Missile Launcher


6d8+10 B&P


100 ft.

5 missiles

Explosive range 30 ft. Save for half

Grenade Launcher


By grenade


60 ft.

10 grenades

Damage is always based on type of grenade used. Can carry different types of grenades, depending on mission parameters.





80 ft.

600 rounds

Fires 6 rounds per shot, can fire up to three times in a single round. Multiple shots suffer the usual -4 to hit.

Flame Thrower



 Burn 3d6

30 ft.


Based on the Ifrit class flamethrower, this is slightly less powerful but otherwise uses the same statistics.


The Cybernetic humanoid assault system or CHAS was created to not only back up the heavily armored troopers, but in many cases, replace them entirely, as it was cheaper to build a single CHAS unit than it is for training and arming a squad of troopers.

And far quicker. 

Troopers require months of intensive training and even then once they are deployed, they are often far too inexperienced to deal with the Arachnid threat. Many newly minted troopers are killed upon encountering the Arachnids for the first time.

A CHAS unit can be salvaged, repaired, and sent back to the field, sometimes in a matter of hours or days, instead of weeks or months as is the case with a biobod trooper.

The CHAS uses a biological brain component, which was specifically grown around a CPU, giving the AI far more personality and ability to ‘think’ and respond like a human. There are those who say that the CHAS is in fact the repurposed brain of a dead trooper, but this has never been confirmed or proven.

Constructed of light-weight but highly resilient composites, the CHAS unit stands around 8 feet in height, and weighs around 600 pounds. This is light when compared to vehicles and earlier models that were used in field tests. The unit has a vaguely humanoid head with one large optical sensor (for distance, as well as IR and Low-light) and another smaller sensor (small but able to zoom up to 20x magnification). The audio pickups as well as telecommunication transceivers are likewise located here.

The unit has two shoulder mounts, where on standard configuration it will carry a missile launcher and a mini-gun, while both hands can retract into the arms and reveal a pair of machine guns. Variations of the unit will often replace the missile launcher with a flame-thrower, or even a mortar. A pair of jump-jets are located on the soles and ankles of the unit, giving it brief flight capabilities.

When initially deployed, a CHAS unit is fully robotic in nature. The AI and biological brain component are a blank slate and as such are also fully capable of learning. Certain safeguards have been programmed into the computer portion to ensure that the unit stays loyal, but over time an actual personality begins to assert itself. As is the case with all humans, the personality can run the gamut. The major factor is that the personality develops a very powerful loyalty for its squad mates, so much so that it is not unheard of for a CHAS unit to sacrifice itself for its ‘friends’.  

There are those who believe this is just a by-product of the programming, which the CHAS unit fully understands that the odds of it being ‘brought back’ are quite high, and as such it is willing to make the sacrifices necessary.

Others believe that it comes from the strong bond of friendship and loyalty that the CHAS ends up building with the troopers it fights alongside.

One thing is for certain; the CHAS unit is completely fearless and never, ever hesitates when it is given orders. It will follow through to the best of its abilities, and will either succeed or be destroyed in the process.

Starfinder Creature Index

Starship Troopers Arachnid Conversions

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.