TurretsTurrets are automated defense systems. While their intended function is very similar to that of a simple trap, turrets are built with or linked to an artificial sentience of some sort. Independent turrets usually have no more that simple IFF programming, but those that are linked into larger defense networks are usually controlled remotely by a powerful, sentient computer entity.
Turret TraitsMost turrets possess the following traits (unless otherwise noted in the creature's entry).
- Built-In Weaponry: Most turrets include some sort of projectile weapon built into their structure. A turret is proficient with its built-in weapons, and can wield and reload them despite its lack of limbs. Much like natural weapons, these weapons cannot be disarmed or otherwise removed, and they cannot be damaged or sundered separately from the turret itself. Built-in weapons can be salvaged from a destroyed turret, however.
- Emplaced: Turrets are usually built into the surrounding fortifications. Until they are destroyed, they cannot move or be moved from their space separately from the object, vehicle, or structure to which they are attached. Even magical movement and teleportation is ineffective. Some turrets have a limited ability to move across the surface of the fortification to which they are attached. Smaller, portable turrets are built entirely separately from other fortifications; these units can be moved normally and may even have their own basic propulsion systems.
Because emplaced turrets are immovable, certain attack forms function differently against them. An emplaced turret cannot be knocked prone. Bull rush, overrun, and trip attempts against them automatically fail. A turret can be grappled, but not pinned, and remains grappled only while the grapple remains in its space; consequently, a creature with Improved Grab cannot pull the turret into its space and must move into the turret's space in order to maintain the grapple. A turret cannot be swallowed whole. A turret can be engulfed, but only while the engulfing creature occupies its space.
An emplaced turret must be constructed at the location it is to be emplaced. Some of the work may be done elsewhere, but the construction must be completed at the emplacement location.
An emplaced turret attached to a vehicle uses that vehicle's effective Dexterity score.
- Hive Mind (Ex): While most turrets possess a basic artificial sentience, they can still be coordinated by an even stronger computer mind. All allied turrets within wireless communication range of each other, including indirectly through other turrets in the hive mind network, are connected. If one is aware of a particular danger, they all are. If one in a network is not flat-footed, none of them are. No turret in a network is considered flanked unless all of them are.
- Wireless Communication (Ex): Turrets can communicate with other creatures with the wireless communication ability telepathically and as though they shared a common language. Both creatures must be within range of the other to communicate with each other. Most turrets can communicate out to 100 feet this way.
Autoturret CR 1/2TN Small construct (cybernetic)
Init +0;
Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
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AC 14, touch 11, flat-footed 14
(+1 size, +3 natural)
hp 15 (1 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0,
Ref +0,
Will +0; automatically fails Reflex saves
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Speed --
Ranged nanorifle +1 ranged (1d8)
Space 5 ft.;
Reach 5 ft.
Base Atk +0;
Grp -5
Atk Options Precise Shot
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Abilities Str 8, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, hive mind
Feats Alertness
B, Precise Shot
BSkills Listen +2, Spot +2
Advancement --
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Autoturrets are among the simplest of turret designs. They can be found as part of larger fortifications, although they are just as frequently used in the field through their portable version. Autoturrets include a built-in ranged weapon of some sort, frequently a nanorifle, although other variants exist. An autoturret can store several thousand rounds of ammunition within its chassis, allowing it to operate in the field for extended periods without resupply.
Portable autoturrets are not emplaced. They do, however, employ a stable base, at the minimum a tripod, which grants them bonuses against being bull rushed, overrun, or tripped as normal.
Big Bertha CR 20TN Colossal construct (cybernetic)
Init +0;
Senses low-light vision, darkvision 60 feet; Listen +49, Spot +49
Languages none; wireless communication 1 mile
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AC 41, touch 21, flat-footed 41; Screaming Cannon
(-8 size, +39 natural)
hp 300 (44 HD); rapid repair 10;
DR 20/adamantine
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Resist acid 10, cold 10, fire 10;
SR 30
Fort +14,
Ref +14,
Will +14; automatically fails Reflex saves
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Speed --
Ranged Screaming Cannon +50/+45/+40/+35 (6d6+27/19-20/x3 sonic) and
Dragonfire Rifle +50/+45/+40 (8d6+16/17-20/x3 fire) and
Mercury Bow +50/+45/+40 (6d6+16/17-20/x3 cold) and
Plague Launcher +50/+45/+40 (8d8+16/19-20/x3 acid) and
Storm Rifle +50/+45/+40 (6d8+16/19-20/x3 electricity) and
Energy Weapon heavy bolter +50/+45/+40 touch (8d6+16/19-20/x3) and
2 nanopistols +50/+45/+40 each (4d6+16/19-20/x3) and
Ranged Missile Launcher +52 touch splash (1d6+16/19-20/x3 plus illumination)
Space 30 ft.;
Reach 30 ft.
Base Atk +33;
Grp +60
Atk Options Autofire Proficiency, Called Shot, close combat shot, Far Shot, Hail of Lead, Improved Suppressing Fire, Mercury Bow, Nova Beam, Kinetic Accelerator, oversized multiweapon fighting, Plague Launcher, Pinpoint Shot, Point Blank Shot, Precise Shot, Sniper, Storm Rifle
Special Actions Missile Launcher, modular assault, Quick Aim, Resonance Detonator
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AL 44th;
Energy pool 25;
Energy capacity 8;
Socket attachments 10 (Available: arms, back, core, feet, hands, helmet, shielding, support, utility, visor)
Energy receptacles: Enhanced Targeting System (8 energy)
Integrated modules: Dragonfire Rifle (0 energy) - Attached to arms.
Energy Weapon (0 energy) - Attached to core.
Kinetic Accelerator (8 energy) - Attached to arms.
Mercury Bow (1 energy) - Attached to visor.
Missile Launcher (0 energy; DC 14) - Attached to visor.
Nova Beam (8 energy) - Attached to helmet.
Plague Launcher (0 energy) - Attached to hands.
Resonance Detonator (0 energy; DC 14) - Attached to hands.
Screaming Cannon (0 energy) - Attached to shielding.
Storm Rifle (0 energy) - Attached to support.
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Abilities Str 32, Dex --, Con --, Int 19, Wis 10, Cha 10
SQ Emplaced, hive mind
Feats Alertness, Autofire Proficiency, Called Shot, Enhanced Targeting System, Extra Energy, Far Shot, Greater Multiweapon Fighting
B, Hail of Lead, Improved Initiative, Improved Multiweapon Fighting
B, Improved Suppressing Fire, Multiweapon Fighting
B, Pinpoint Shot, Point Blank Shot, Precise Shot, Quick Aim, Sniper, Tinkering Activator
Skills Computer Use +51, Concentration +47, Intimidate +47, Listen +49, Sense Motive +47, Spot +49
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A big bertha is a massive tower of guns, missiles, and explosives controlled by a military-grade AI. A single big bertha can manage the automated defenses of an entire military base, and provide supporting fire across all of it. Finding a big bertha alone is a rarity. Most often they are accompanied by a slew of other, smaller turrets with synergistic capabilities that can make up for the big bertha's vulnerabilities.
Close Combat Shot (Ex) A big bertha does not provoke attacks of opportunity for making ranged attacks while threatened in melee.
Extra Attachment (Ex) A big bertha can attach up to two modules to each of its sockets.
Modular Assault (Ex) Once per round when a big bertha makes a full attack, it gains a standard action that it can only use to use an ability of one of its active modules.
Oversized Multiweapon Fighting (Ex) A big bertha suffers no additional penalties on its attack rolls for using non-light weapons in its offhands.
Rapid Repair (Ex) A big bertha automatically repairs itself when performing light or no activity at a rate of 10 hp per hour.
Constructor Turret CR 4TN Medium construct (cybernetic)
Init +0;
Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
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AC 18, touch 10, flat-footed 18
(+8 natural)
hp 53 (6 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +2,
Ref +2,
Will +2; automatically fails Reflex saves
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Speed --
Melee --
Space 5 ft.;
Reach 5 ft.
Base Atk +4;
Grp +4
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Abilities Str 10, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, hive mind
Feats Alertness
BSkills Listen +2, Spot +2
Advancement --
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AL 6th;
Energy pool 2;
Energy capacity 2;
Socket attachments 1 (Available: hands)
Integrated modules: Autoturret Construction Kit (2 energy) - Attached to hands.
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Unlike other turrets, constructor turrets do not carry any armaments. Instead, they build and deploy disposable autoturrets, which are armed.
Guardian Turret CR 2TN Small construct (cybernetic)
Init +0;
Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Aura Guardian Shield, resistance field
Languages none; wireless communication 100 ft.
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AC 17, touch 11, flat-footed 17
(+1 size, +6 natural)
hp 32 (4 HD);
DR 2/-; Guardian Shield
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +1,
Ref +1,
Will +1; automatically fails Reflex saves
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Speed --
Ranged mwk nanoshotgun +5 (1d10)
Space 5 ft.;
Reach 5 ft.
Base Atk +3;
Grp -2
Atk Options Precise Shot
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AL 3rd;
Energy pool 1;
Energy capacity 1
Energy receptacles: resistance field (0 energy)
Integrated modules: Guardian Shield (1 energy)
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Abilities Str 8, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, hive mind
Feats Alertness
B, Precise Shot
BSkills Listen +2, Spot +2
Advancement --
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Guardian turrets are effective at protecting choke points and fortified locations. While a turret's built-in nanoshotgun allows it to provide some point defense on its own, a guardian turret works best as a force multiplier, providing support for other turrets and defenders.
Resistance Field (Su) This ability is an energy receptacle. Allies within 30 feet of a guardian turret (including the turret itself) gain resistance to one type of energy (acid, cold, electricity, fire, or sonic) equal to 5 x the amount of energy allocated. The turret can change the type of energy damage this protects against as part of reallocating its energy.
Hover Autoturret CR 3TN Small construct (cybernetic)
Init +2;
Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
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AC 16, touch 13, flat-footed 14
(+1 size, +2 Dex, +3 natural)
hp 21 (2 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0,
Ref +2,
Will +0
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Speed fly 10 ft. (average) (2 squares)
Ranged nanorifle +4 ranged (1d8)
Space 5 ft.;
Reach 5 ft.
Base Atk +1;
Grp -4
Atk Options Precise Shot
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Abilities Str 8, Dex 15, Con --, Int --, Wis 10, Cha 1
SQ Hive mind
Feats Alertness
B, Hover
B, Precise Shot
BSkills Listen +2, Spot +2
Advancement --
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Hover autoturrets are based on the basic portable autoturret design, but make use of repulsor technology to provide an automated mobile gun platform. Hover autoturrets are never emplaced.
Missile Turret CR 2TN Medium construct (cybernetic)
Init +0;
Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
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AC 16, touch 10, flat-footed 16
(+6 natural)
hp 36 (3 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +1,
Ref +1,
Will +1; automatically fails Reflex saves
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Speed --
Ranged Missile Launcher +2 ranged touch splash (2d6)
Space 5 ft.;
Reach 5 ft.
Base Atk +2;
Grp +2
Atk Options Missile Launcher
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Abilities Str 10, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, hive mind
Feats Alertness
BSkills Listen +2, Spot +2
Advancement --
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AL 3rd;
Energy pool 1;
Energy capacity 1
Integrated modules: Missile Launcher (1 energy)
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Missile turrets are effective against large groups of assailants.