Starfinder: T-600 Infiltration Terminator

Chris Van Deelen

T-600 Infiltration Terminator Combatant CR 5 XP 1,600

Neutral medium construct

Init +3; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +11


Defense                                                             HP 60

EAC: 17; KAC: 20 (or by armor type)

Fort: +7; Ref: +5; Will: +2

Defensive Abilities: Hyper-Alloy combat chassis; Immunities: construct, unliving



Speed: 20 ft.

Melee: Punch  11+ (1d6+15 B Crit knockdown) or by weapon type (+15 damage)

Ranged: Squad machine gun +14 (1d10+8 P), NIL grenade launcher +14, or by weapon type

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Detailed anatomy files, will not stop



Str +7; Dex +3; Con -; Int +0; Wis +0; Cha +0

Skills: Athletics +16, disguise +16, piloting +11

Feats: Cleave, deadly aim, strike back

Other Abilities: Basic infiltrator

Languages: Common



Environment: Any

Organization: Solitary, small hunting packs (1d3+1), medium packs (2d4+3), large hunting packs (3d6+10)


Special Abilities

Basic Infiltrator (Ex): The exterior of the T-600 is constructed out of rubber and plastic alloys. The ‘skin’ cannot be healed or repaired in the battlefield, only at Skynet facilities. From a distance, the T-600 can pass as a human, but combat damage or up close the nature of the unit becomes obvious. As a result, the T-600 gains a +5 to bluff checks when attempting to infiltrate, but only out to 30 feet. For every 5 feet closer, the bonus is reduced by 1. Also as the Terminator takes damage, the ‘flesh’ will deteriorate. Once the terminator has taken 25 points of damage, the ‘flesh’ has been utterly eliminated. Obviously if the flesh is destroyed or heavily damaged, the true nature of the Terminator is quite clear.  For every 5 points of ‘flesh’ damage the terminator has suffered, it gains a -1 to the bluff check to pass as human. This is cumulative with the penalty incurred from distances.

Detailed anatomy files (Ex): The Terminator has detailed files of humanoid anatomy. As a result, it automatically gains a damage bonus equal to half the Terminators CR rating (rounded down). Also anytime the Terminator gains a critical hit, any DC save increases by +2.

Hyper-Alloy combat chassis (Ex): The skeletal structure of the terminator is constructed of a special alloy, making it very strong and resistant to damage. As a result, the terminator gains a DR equal to its CR against all physical attacks. Futher more, the terminator gains a +2 to all Fort saves.

Will not stop (Ex): When the terminator reaches zero hit points, it automatically ‘heals’ 20 points of damage on its next turn. This allows the terminator to continue to fight, although this can only be used once. After the additional hit points have been lost, the Terminator is destroyed.


The first of the ‘infiltration’ Terminators, the T-600 was constructed with rubber and plastic ‘flesh’. This primitive coating would allow the Terminator to pass in low-light conditions or at a distance, but the more damage the unit sustained or the closer it got, the true nature of the unit became obvious.

Numerous units were created without using the ‘flesh’, and these units were instead sent into the battlefield with mounted weaponry. Units which have sustained damage will often take weapons they have been carrying or find on the battlefield and ‘mount’ them to their arms.

These Terminators are still quite bulky and are rather slow when compared to the newer units deployed by Skynet. Unlike T-800’s, these units always appear as a generic ‘male’, and stand approximately 6.6 feet in height, and weigh in excess of 550 pounds.

Some of these units have been known to play ‘dead’ when they have sustained significant damage. Although the unit does not possess an actual ‘bluff’ skill, when it has been reduced to 5 hit points or less, it will stop fighting in an attempt to lull the enemy into a false sense of security.

Also, the unit is stronger than the newer models, and can inflict more damage when engaged in melee combat.

These units are controlled by a primitive AI. It is only slightly more intelligent than those used by the Hunter Killer series, and rely almost exclusively on pre-programmed mission parameters, although if separated from the main body of Skynet forces, the unit will fall back to ‘default’ mode, in which it travels around, looking for targets to destroy. If the ‘flesh’ of the unit is intact, or has sustained little damage, it will attempt to get as close as possible to enemy units or facilities, in the hopes of causing as much damage and as many deaths as possible.

Starfinder Creature Index

Skynet Terminator, Hunter Killer and Weapons 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.