Starfinder: Skynet Unit Upgrades

Chris Van Deelen

Terminator / Skynet unit Upgrades

 

Upgrade Table

Upgrade type

Location

CR increase

Effect

IR / UV optics

Eyes

-

Increases low-light and Darkvision by 60 ft., and gives the unit the ‘blind-fighting’ feat.

Retinal Laser

Eyes

-

The unit gains a +1 to hit with all ranged weapons

Targeting Matrix

Eyes

+1

The unit gains a +3 to hit, Crit range is now 19-20 and any DC from a critical hit increases by +2

Lie Detection

Eyes

-

The units sensors are finely attuned to read the surface temperature of a target, as well as minuscule changes in respiration and other tell-tale signs that the target is lying. As such, the unit gains Sense motive as a master skill, or if it already has this, it gains a +5 equipment bonus to the skill.

Echolocation Sensors

Ears / Throat

+1

This acts as the echolocators augmentation (level of augmentation is based on the CR of the unit).

Vocal Mimicry

Throat

-

The unit is able to speak using any voice it has heard. It gains bluff as a master skill (non-visual only) or if it already possess the skill, it gains an equipment bonus of +5 to bluff.

Assassination Programming

Brain / CPU

+2

The unit gains Stealth as a master skill (based on its CR rating), or if it already has stealth, it gains an equipment bonus of +5.

Basic Training

Brain / CPU

-

The unit gains +1 to Fort saves, and its movement is increased by +5 ft.

Marksman

Brain / CPU

+1

The unit gains +2 to hit with all ranged weapons.

Medical Training

Brain / CPU

-

The unit gains life-sciences and medicine as good skills, based upon their CR. If they already possess the skill(s), then it gains a +5 equipment bonus.

Tactical Database

Brain / CPU

+2

When fighting with at least two additional Skynet unit, all units gain +2 to hit, and can use any of the following feats, even if they do not have the prerequisites:  ‘step-up’, ‘Step-up and strike’ and ‘Stand-still’.

Veteran

Brain / CPU

+3

Having survived numerous battles with the Resistance, the unit gains increases to hit points, to hit, saves, FR (if any) and so forth, all based upon the new CR rating.

Additional Skill Programming

Brain / CPU

-

The unit gains an additional ‘good’ skill.

Additional Tactical programming

Brain / CPU

+1 to +2

The unit gains two combat feats (or 4 for +2 CR), chosen by the GM, even if the unit does not have the standard prerequisites

Living tissue outer-sheath

Skin

+1

With the success of the T-800 series, older models, such as the T-600 can be upgraded with living tissue. This gives the unit the ‘Infiltrator’ ability (see T-800 series). This can only be used on Terminators with a humanoid structure.

Iridium Power Cell

Heart

+2

This powerful but unstable power source gives the unit unlimited duration before needing to recharge. Furthermore, when the unit is destroyed in combat, it will go critical, exploding. The area of effect is 30 ft. and the damage inflicted is based on the CR rating (ranged energy). A Ref save (DC based on CR rating) will result in half damage.

Reconstructive nanites

Heart

+2

This can only work on units without the Living Tissue outer-sheath. The unit has active nanites which will repair battle damage over time. The unit will automatically repair HP damage equal 1 +1/5 the CR rating of the unit per round. So units under CR 5 will heal 2 hp per round, 5-9: 3, 10-14: 4, 15-19: 5, and 20+ 6.  Once a unit reaches zero hp, it is destroyed and the nanites will no longer function.

Augmented Artificial Musculature Fibers

All arms and legs

+2

Improvements in artificial musculature fibers increase the Strength of the unit by +4, increasing melee damage and to hit with melee weapons.

Increased Artificial Nerve Signal System

Spine

+3

The unit’s Dexterity is increased by +4, which increases its Ref saves, AC and ranged to hit bonus.

Detachable Surveillance Module

Eyes

-

The unit can remove an eye and place it anywhere it wishes. Through the eye, the unit can see whatever comes into the range of vision (it retains any upgrades such as IR / UV augmentation). The ‘eye’ can send back visual images at a range up to 1000 ft.

Subdermal Armor

Skin

+2

If the unit does not already possess Hyper-Alloy combat chassis as a special ability, it automatically gains this. If the unit has this ability, it’s treated as 4 CR levels higher for damage reduction.

Holographic Array

Skin

+1

The terminator gains the Operative ability ‘Holographic Clone’. It can use this only once per 24 hours, and it lasts for a number of minutes equal to the unit’s CR rating.

Hypersonic Emitter

Throat

+1

The unit can emit an ear-piercing screech, which has an effective radius of 30 ft. Anything caught in the area of effect must make a Wil save (DC based on CR of unit) or become stunned for 1 round.

Retractable Claws

Hands

-

This can only be used on units that have ‘arms’. The unit gains a melee attack with damage based on its CR rating (including strength). The damage is Slashing, and if a Crit is indicated, the bleed per round is equal to the CR rating. This also increases the reach of the unit by 5 feet.

Toxic spikes

Hands or skin

+1

If the unit has retractable claws, the toxin coats the claws. Otherwise, the unit has hundreds of miniscule ‘spikes’ on its chassis, which inject a specific toxin when it is touched, or when it strikes with its appendages (including trample). The type of the toxin is left up to the GM to decide.

Plasma Dampening Field

Skin

+2

The unit has a special energy field surrounding it. This was designed by Skynet after more and more resistance soldiers showed up on the battlefield wielding Plasma weapons. The unit automatically gains a DR equal to twice the CR rating against all plasma attacks.

Arm-mounted Weapon

Arm

-

Choose a weapon the unit normally carries (such as a plasma rifle), and it is automatically mounted on the limb. As such the unit cannot be disarmed, and it gains a +1 to initiative rolls when using that particular weapon.

Munitions Hold

Spine

-

The unit has a built-in autoloader. Any weapons it carries can be reloaded as a swift action.

 

Over the years, Skynet has come up with various ‘upgrades’ to existing Terminators and other units to increase their combat effectiveness. This can include new types of sensors, built-in weapons, improved chassis and electronics, programming and so forth.

It can use any of these augmentations on existing units, and if they have no CR increase, for every two items added, the CR of the unit increases by +1. There really is no limit to the number of ‘upgrades’ that can be added to a Skynet unit, although the GM should use some caution – and common sense, when using these items. For example, too many upgrades could make the unit something the party could not handle. Another example is it would not make any sense to put living tissue on a unit that does not appear human (although some exceptions, such as animal chassis would work).

There really is no limit to the number and types of upgrades, although most of these were found in various games and other media formats.

Skynet Terminator, Hunter Killer and Weapons Index

Starfinder Creature Index

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.