Starfinder: T-S Seeker
A unit based on the ancient 'Terminator 2029' computer game.
A more advanced and powerful version of the standard Sectoid clone, the commander is more durable and able to withstand the punishment often meted out during combat.
Physically they are almost identical to the regular Sectoids, although their craniums are somewhat larget, and their eyes glow a hellish red.
The Commanders are exactly as they sound – commanders. They are always found with the regular Sectoids (1d4 per Commander), and tend to lead from the rear, directing their charges. They also possess a powerful set of psionic abilities to use against enemy targets, giving them a distinctive edge in combat.
If that was not bad enough, they are also able to temporarily take control of the enemy combatant’s minds, turning the fighters on their own, forcing them to attack their friends and comrades.
Like regular Sectoids, the Commanders are fully capable of using armor and other light weapons, but typically do not bother.
These Commanders are more cowardly, and always take advantage of cover, making sure that they send in the light infantry first, or make sure more advanced and powerful units ‘soften’ up the enemy forces before advancing.
Sectoid Commander Spellcaster CR 3 XP 800
Lawful evil small humanoid (Sectoid)
Init +4; Senses: Low-light 60 ft.; Perception + 13
Defense HP 32
EAC: 17; KAC: 19
Fort: +2; Ref: +2; Will: +10
Offense
Speed: 20 ft.
Ranged: Sectoid Plasma Pistol Ver. 2 +7 (1d6+3 E&F)
Space: 5 ft., Reach: 5 ft.
Offensive Abilities: Induce panic, mind control, mind fray, suppression
Statistics
Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +0
Skills: Acrobatics +13, stealth +8
Feats: Iron will, mobility, shot on the run
Other Abilities: Greater mind link
Languages: Telepathy
Ecology
Environment: Any
Organization: Solitary, pairs, small groups (1d4+2)
Special Abilities
Greater Mind Link (Su): As a standard action, a Sectoid Commander can link its mind to any other Sectoid within 100 ft. The difference is they can link up to 3 Sectoids, as long as they are within 20 feet of one another. As a result, the linked Sectoid gains +2 to hit, 6 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original linker is killed. Unlike regular Mind Link, if the target is killed, the Sectoid Commander does not suffer any backlash, other than is shaken for a single round. It can use this ability twice per day.
Induce Panic (Su): The Sectoid Commander is fully capable of inducing panic in any target it has line of sight on. As a standard action, the Sectoid commander forces feelings of panic and dread on the target. A will save (DC 15) will negate the effects. The target is allowed a saving throw every round afterwards to negate the effects. While panicked, the target must roll on the following table to see what it will do. The Sectoid Commander can use this once per day.
Induce Panic Table
Roll |
Action |
Effect |
1 |
Run away |
The victim drops whatever they are holding and runs away from the Commander at their best maximum movement rate. |
2 |
Cower |
The target kneels on the ground, cowering in fear, incapable of doing anything else. |
3 |
Fire on nearest target |
In a panicked state, the target fires on the closest target (friend or foe), but suffers a -2 to hit. |
4 |
Fire on nearest foe |
In a panicked state, the target fires on the closest enemy combatant, but suffers a -2 to hit. |
5 |
Staggered |
Still somewhat under control, the target is staggered for this round. |
6 |
Paralyzed |
The target freezes in place, incapable of taking any action at all. |
Mind Control (Su): By making a full round action, the Sectoid Commander forces a single enemy combatant to make a Will Save (DC 15). If it fails, the target is fully controlled by the Sectoid Commander. The target is then forced to perform any action the Sectoid Commander deems fit – including using special abilities against the targets team-mates. This lasts for 1d4+2 rounds, and only ends if the Sectoid Commander wills it, or is killed. It can be used only once per day.
Mind Fray (Su): As a standard action, the Sectoid commander can target a single enemy combatant. The target is allowed a Will save (DC 15). If the save fails, the target suffers 2d4+3 points of electrical damage and furthermore shaken for 1d4 rounds. The Sectoid commander can use this ability every 3rd round.
Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 12) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.
Telepathy (Su): All members of the Sectoid clone race are capable of telepathy. They can use this with one another, and it can link up to 6 Sectoids at a time, and the range is line of sight.
Sectoid Subtype Graft
This subtype is applied to the cloned aliens known as Sectoids.
Traits: Low light vision 60 ft., +2 to will, suppression, and telepathy.
Sectoid Plasma Pistols table Small Arm
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
Plasma Pistol Ver. 1 |
1 |
300 |
1d4 E&F |
60 ft. |
- |
20 |
1 |
L |
- |
Plasma Pistol Ver. 2 |
4 |
1,500 |
1d6 E&F |
60 ft. |
- |
20 |
1 |
L |
- |
Plasma Pistol Ver. 3 |
7 |
7,500 |
2d4 E&F |
60 ft. |
Burn 1d4 |
20 |
2 |
L |
Ignite |
Plasma Pistol Ver. 4 |
10 |
21,000 |
2d6 E&F |
60 ft. |
Burn 2d4 |
40 |
2 |
L |
Ignite |
Plasma Pistol Ver. 5 |
13 |
49,500 |
4d6 E&F |
90 ft. |
Burn 3d4 |
40 |
2 |
L |
Ignite |
Plasma Pistol Ver. 6 |
16 |
195,000 |
3d12 E&F |
90 ft. |
Burn 4d4 |
80 |
4 |
L |
Ignite |
Plasma Pistol Ver. 7 |
20 |
825,000 |
5d10 E&F |
120 ft. |
Burn 5d4 |
80 |
4 |
L |
Ignite |
This index will contain all the Aliens, races, weapons, armor, and vehicles I convert for use in Starfinder.
Sectoid Spellcaster CR 1 XP 400
Lawful evil small humanoid (Sectoid)
Init +4; Senses: Low-light 60 ft.; Perception +10
Defense HP 16
EAC: 14; KAC: 15
Fort: +1; Ref: +1; Will: +6
Offense
Speed: 20 ft.
Ranged: Sectoid Plasma Pistol Ver. 1.0 +4 (1d4+1 E&F)
Space: 5 ft., Reach: 5 ft.
Offensive Abilities: Suppression
Statistics
Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +0
Skills: Acrobatics +10, stealth +5
Feats: Mobility, shot on the run
Other Abilities: Mind Link
Languages: Telepathy
Ecology
Environment: Any
Organization: Small groups (1d4), medium groups (2d4+2)
Special Abilities
Mind Link (Su): As a standard action, a Sectoid can link its mind to any other Sectoid within 100 ft. As a result, the linked Sectoid gains +2 to hit, 6 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original linker is killed. If either is killed, the other must immediately make a Fort save (DC 20) or die instantly. The Sectoid can use this once per day.
Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 12) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.
Telepathy (Su): All members of the Sectoid clone race are capable of telepathy. They can use this with one another, and it can link up to 6 Sectoids at a time, and the range is line of sight.
Sectoid Subtype Graft
This subtype is applied to the cloned aliens known as Sectoids.
Traits: Low light vision 60 ft., +2 to will, suppression, and telepathy.
Hunter Killer Javelin Combatant CR 12 XP 19,200
Neutral large construct
Init +8; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +22
Defense HP 200
EAC: 26; KAC: 28
Fort: +14; Ref: +12; Will: +9
Defensive Abilities: Hyper-alloy combat chassis; Immunities: construct, unliving
Offense
Speed: 60 ft.
Melee: Bash +23 (6d6+21 B Crit knockdown)
Ranged: One autocannon +26 (6d8+12 P) or Two Autocannons +22 (6d8+12 P) range 100 ft.
Space: 15 ft., Reach: 15 ft.
Offensive Abilities: Missile launch, trample 6d4+21
Statistics
Str +9; Dex +8; Con -; Int +0; Wis +0; Cha +0
Skills: Athletics +27,
Feats: Deadly aim, nimble moves, shot on the run
Languages: None
Ecology
Environment: Any
Organization: Solitary or pairs
Special Abilities
Hyper-Alloy combat chassis (Ex): The skeletal structure of the HK Javelin is constructed of a special alloy, making it very strong and resistant to damage. As a result, the unit gains a DR equal to its CR against all physical attacks. Furthermore, the unit gains a +2 to all Fort saves.
Missile launch (Ex): As a standard action, the Javelin can launch a high-explosive missile. This has a range of 1500 feet within line of sight, and no to-hit roll is required. It will detonate on the chosen location, exploding in a 30 ft. radius, causing 9d8 damage plasma damage. A Reflex save DC 19 indicates half damage. The Javelin can carry 8 of these missiles.
Trample (Ex): As a full-round action, the unit can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The HK Javelin merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 19) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling HK Javelin due to the creature’s movement. The HK Javelin can deal trample damage to a given target only once per round.
T-S Seeker Combatant CR ½ XP 200
Neutral tiny construct
Init +6; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +4
Defense HP 13
EAC: 12; KAC: 14
Fort: +0; Ref: +0; Will: -2
Immunities: construct, unliving
Weakness: Cascade effect
Offense
Speed: 30 ft. Fly
Ranged: Plasma burst +7 (1d4 E & F)
Space: 2.5 ft., Reach: 2.5 ft.
Offensive Abilities: Explode
Statistics
Str +0; Dex +6; Con -; Int +0; Wis +0; Cha +0
Skills: Athletics +9, stealth +4
Languages: None
Ecology
Environment: Any
Organization: Solitary, small swarm (2d4), medium swarm (4d6), large swarm (6d8), massive swarm (3d4x10)
Special Abilities
Cascade Effect (Ex): Once the T-S Seeker takes enough damage to be destroyed, it will automatically detonate, inflicting the damage listed under explosive.
Explosive (Ex): The T-S is programmed to explode if it comes into contact with more than 3 resistance fighters. It will attempt to ‘sneak’ up unseen, and once it is in the area of effect, it will detonate. The T-S seeker has an explosive radius of 20 ft., and inflicts 2d6+4 Plasma damage. The unit is destroyed in the process.