Deployable Turrets
Automated turrets are a deployable piece of equipment that has a simple sensor array and computational unit connected to a weapon's trigger system. It has two rotors that allow it to aim at specified targets. Automated turrets can also relay information back to a portable viewing screen. Turret grades affect the chance to hit, armor and HP. Their stats are a flat 10 across the board. Turrets, by virtue of being immobile unless manually moved, are more stable than their drone counterparts and have a bonus to hit. They can be equipped with whatever firearm you have available. Automated Turrets can be commanded through a bonus action, but Roboticists can program turrets as an independent device with its own turn through issued commands.
Turrets can have a 'sentry mode' enabled as a Bonus action or Action where it will fire at an enemy that enters its firing arc once as a Reaction until the start of your next turn.
Turrets require an object interaction to pick up (to move the turret) and a Bonus action to deploy.
Turret weapons inherit whichever weapon's properties are attached to the hardpoint. If, say for example, an Armanov D-74 is attached to the turret, it will deal 3d8 piercing damage in a burst attack and use 3 ammo per attack.
Turret attack rolls are = 1d20 + Proficiency Bonus (if Proficient in Robotics) + Intelligence Modifier + Turret Bonus to Hit.
AT-MD v.1.0
Automated Turret - Modular Deployable v.1.0
This turret is the most basic blueprint for all automated turrets. It doesn't have a huge ammo hopper, and it doesn't have a major bonus to its chance to hit. If set to sentry mode, the turret will have a 90 degree cone for its firing arc. Its equipped weapon determines its range.
Hit Points: 2 + 5x Player Level + Intelligence Modifier
Evasion: 12
Armor Grade: 2
Bonus to Hit: +3
Deployment Duration: 8 hours, 1 hour to recharge (can be recharged on a short rest)
Rarity Grade: Common
Size: Small
Ammo Feed: Medium Hopper (3x Firearm Magazine Capacity)
Mods
Sensor Array
Weapon Hardpoint
Ballistic Shield
Crafting Requirements
1 Mundane Electronics Component
2 Mundane Mechanical Components
4 Mundane Metal Materials
1 Mundane Plastic Component
AT-SC v.1.0
Automated Turret - Sentinel Class v.1.0
The Sentinel Class turret has a 90 degree limited range of motion but boasts increased accuracy versus the standard Modular Deployable turret. Its equipped weapon determines its range.
Hit Points: 2 + 5x Player Level + Intelligence Modifier
Evasion: 12
Armor Grade: 2
Bonus to Hit: +5
Deployment Duration: 8 hours, 1 hour to recharge (can be recharged on a short rest)
Rarity Grade: Common
Size: Small
Ammo Feed: Medium Hopper (3x Firearm Magazine Capacity)
Mods
Sensor Array
Weapon Hardpoint
Ballistic Shield
Crafting Requirements
1 Mundane Electronics Component
2 Mundane Mechanical Components
4 Mundane Metal Materials
1 Mundane Plastic Component
AT-Shredder v.1.0
Automated Turret - Shredder v.1.0
The Shredder class turret can attach two of the same firearm to fire twice as many rounds, but has 45 degrees limited cone of detection and a lower bonus to hit. Its equipped weapon determines its range.
Hit Points: 2 + 5x Player Level + Intelligence Modifier
Evasion: 12
Armor Grade: 2
Bonus to Hit: +1
Deployment Duration: 8 hours, 1 hour to recharge (can be recharged on a short rest)
Rarity Grade: Common
Size: Small
Ammo Feed: Large Hopper (4x Firearm Magazine Capacity)
Mods
Sensor Array
Weapon Hardpoint
Ballistic Shield
Crafting Requirements
1 Mundane Electronics Component
2 Mundane Mechanical Components
4 Mundane Metal Materials
1 Mundane Plastic Component
AT-Flamer v.1.0
Automated Turret - Flamer v.1.0
The Flamer class turret is a short-range emplacement that can shoot a high pressure gout of fire at targets in range. It is the only turret with which sentry mode is in a 360 degree radius. Its attack range is up to a 60ft line attack or it can be converted to fire in a 30ft cone as a bonus action, and targets within the line must make a dexterity saving throw against the turret owner's Robotics DC check. Any flammable items, worn or otherwise in the line are ignited. Robotics DC = 8 + Proficiency Bonus + Intelligence Modifier.
Hit Points: 2 + 5x Player Level + Intelligence Modifier
Evasion: 12
Armor Grade: 2
Bonus to Hit: N/A
Deployment Duration: 8 hours, 1 hour to recharge (can be recharged on a short rest)
Rarity Grade: Common
Size: Small
Ammo Feed: Medium Tank (6 attacks before reload needed) - Uses 1 gallon of fuel per reload.
Mods
Sensor Array
Weapon Hardpoint
Ballistic Shield
Crafting Requirements
1 Mundane Electronics Component
2 Mundane Mechanical Components
4 Mundane Metal Materials
1 Mundane Plastic Component

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