Servo-Turret
A fixed defensive gun platform.
Threat File — Servo-Turret
TR 3 · Machines, Servitors & AutomataSenses: Targeting auspex ignores dim light within its arc of fire
Machine Mind. The servo-turret does not make Morale checks. It fires on valid targets until destroyed or deactivated.
Fixed Emplacement. The servo-turret cannot move. Its arc of fire and blind spots are learnable facts; creatures in its blind arc cannot be targeted by it.
Identify-Friend-Foe. A Tech check DC 13 while adjacent, or stolen credentials presented in its arc, reclassify targets as friendly. A spoofed turret is a weapon pointed the other way.
Autogun Chatter. Ranged Attack: +4 to hit, range 60/180 ft., one target. Hit: 2d6 + 2 ballistic damage.
Interlock Lane. The servo-turret establishes a Fire Lane across its arc until the start of its next turn. Creatures that end their turn in the lane make a Willpower Save DC 12 or become Pinned.
Reactive Fire. The servo-turret makes Reactive Fire against the first creature that crosses its Fire Lane each round.
Morale: Does not make Morale checks (machine mind). It is active until destroyed, deactivated, out of ammunition, or spoofed.
Tactics: Announce it before it fires — a servo-whine, a painted arc, a corpse in the lane — and make it a solvable problem. It punishes impatience and rewards Tech, geometry, and smoke.
Loot / Evidence / Hooks: Its IFF module can be pried out and reprogrammed to walk the party past the next turret in the chain.
Enemy Dossier
GM ReferenceA Servo-Turret is a fixed defensive gun with target logic and no imagination — a tripwire that shoots back. It defines a zone of denial and asks the party how much they want to cross it.
Use this enemy as area denial in facility assaults and infiltrations: a lane the party must disable, spoof, or accept casualties crossing.
Threat Profile: Low-moderate durability, fixed position, reliable Reactive Fire, no morale, fully counterable by Tech checks, blind arcs, and cover discipline.
Machine Mind. No morale; fires on valid targets until destroyed or deactivated.
Fixed Emplacement. Cannot move; its arc of fire and blind spots are learnable facts.
Identify-Friend-Foe. Spoofable: a Tech check or stolen credentials can reclassify targets.
Autogun Chatter. Standard ranged attack against anything crossing its arc.
Interlock Lane. Maintains Reactive Fire across its arc; the first target crossing per round is fired on.
Morale: None. Active until destroyed, deactivated, out of ammunition, or spoofed.
Tactics: Present the turret before it fires — a servo-whine, a painted arc, a corpse in the lane — and make it a solvable problem. It punishes impatience and rewards Tech, geometry, and smoke. In numbers with overlapping arcs it becomes the whole encounter.
Full Stat Block Priority: Medium