Starfinder: Cyberdisk

Chris Van Deelen

Cyberdisk Combatant CR 10 XP 9,600

Neutral large construct (technological)

Init +12; Senses: Darkvision 120 ft., low light vision 200 ft.; Perception +17


Defense                                                             HP 180

EAC: 23; KAC: 25

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

Defensive Abilities: DR 10 / energy, evasive maneuvers, self-destruct; Immunities: construct, unliving



Speed: 30 ft., 100 ft. Fly (average)

Melee: One tail +20 (2d10+18 S Crit wound)

Ranged: Plasma beam +23 (3d8+10 E&F Crit burn 3d6) or up to three shots +19 (3d8+10 E&F Crit burn 3d6)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Bombard, death blossom



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

Skills: Acrobatics +22, engineering +17

Feats: Improved initiative

Other Abilities: Battlefield repair

Languages: None



Environment: Any

Organization: Solitary or pairs


Special Abilities

Battlefield repair (Ex): As a full round action, the Cyberdisk is allowed to make an engineering roll. If this succeeds, the disk automatically repairs 4d10+10 points of damage. This can be completed only once per day, and requires a full round to use.

Bombard (Ex): The Cyberdisk is able to launch a powerful explosive at any target within 200 ft. As a standard action, it can be shot into the air, so it will bypass cover before exploding. The explosive does 6d8+10 piercing, and has a radius of 30 ft. Those in the area of effect are allowed a Ref saving throw (DC 17) for half damage. The unit carries 4 of these grenades and there is no wait time between shots.

Death Blossom (Ex): As a full round action, the Cyberdisk will begin to spin at incredible speeds. It will then unleash a torrent of plasma blasts to anything within a 30 ft. radius. All those in the radius must make a Ref save (DC 17) or suffer 3d10+10 Plasma damage (E&F). Those who save suffer half damage. This ability can be used once every three rounds.

Evasive Maneuvers (Ex): While airborne, if the Cyberdisk moves its full movement rate, it can jink and juke erratically. This gives the construct a bonus of +4 to both EAC and KAC. Using this is a full round action, and the construct must be flying to use it.

Self-Destruct (Ex): When the Cyberdisk reaches zero hit-points, it will automatically explode. This has a blast radius of 30 ft., and inflicts 5d10+10 Piercing damage. A Ref save (DC 17) cuts the damage in half.



These large robotic units were dubbed (incorrectly) as Cyberdisks by those who have encountered them. It has been determined that the Cyberdisks are in fact fully robotic, and do not contain any biological material. Each disk is about the size of a small car, and has a flat surface, which appears to be seamless when in flight. The disk is incredibly fast in the air, and when it attempts to evade incoming far, it is very difficult to hit.

The disk will land when it needs to attack. It turns sideways and sprouts 4 legs, and a long tail that ends in a deadly-sharp spike. A large number of smaller barrels sprout from the construct, which can be incredibly dangerous to anything within 30 feet, as the unit will unleash a ‘death blossom’ if it is surrounded or there are numerous combatants in range. 

A pair of barrels appear at the front of the construct, which it can use to fire up to three bolts of plasma per round. The unit also can use a powerful explosive weapon, which it can launch with incredible accuracy at any target within 200 feet.

The unit has little to no regard to allied forces, and often will use its numerous weapons and abilities if it means killing enemy combatants, even if it means killing or harming allied forces. As such, this is the major reason that only one or two are ever seen on the battlefield.

It is intelligent enough to be able to single out powerful enemy combatants, especially officers or those who are capable of inflicting heavy harm. It also will use cover and will even refrain from attacking if it means that it can get into a better position. When the unit has taken significant damage, it will not hesitate to remove itself from the battlefield to undergo emergency repairs.

Once the unit has used that ability, when it realizes that it is about to be destroyed, the unit will fly and land in among the largest cluster of enemy combatants it can find. It will then (if it can) use its Death blossom ability, and either self-destruct or allow enemy fire to cause it to automatically self-destruct.

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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.