Sentry Turret
Level 5
Stealth 13 (trained) Disable DC 20 Computers (trained) to reprogram the turret, or DC 19 Crafting (trained) to cut power to the turret, or DC 18 Thievery (trained) to disable the turret AC 19, Fort +15, Ref +9 Hardness 12 HP 54 (BT 26) Immunities critical hits, object immunities, precision damage Open Fire Reaction Trigger A creature moves within 30 feet of the turret or attacks the turret; --- Routine (3 actions) The trap makes three oversized machine gun Strikes against a creature in range, or the trap makes an Auto-Fire attack followed by one Strike against a creature in range. Ranged oversized machine gun +15 (analog, automatic, range increment 90 feet), Damage 2d8+7 piercing Auto-Fire oversized machine gun (analog, 45-foot cone), Damage 2d8+7 piercing (DC 22 basic Reflex save) --- Reset The trap resets after 1 minute.
Complex Hazard · Level 5
AC 19 · Fort +15 · Ref +9 · Hardness 12 · HP 54 (BT 26)
The turret makes a ranged Strike against the triggering creature; the trap then rolls initiative.
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