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Lexicanum

Servo-Turret

A fixed defensive gun platform.

Threat File — Servo-Turret

TR 3 · Machines, Servitors & Automata
MachineTurretRangedStat Block Priority: Medium
Servo-TurretTR 3Machine · Gunner
MachineTurretRanged
Defense 13 · Vitality 20 · Move 0 ft. (fixed emplacement) · Initiative +0
STR +0AGI -2TGH +2INT -3WIL +0PRS -5

Senses: Targeting auspex ignores dim light within its arc of fire

// Traits

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.

// Actions

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.

// Reactions

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 Reference

A 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.

// Battlefield Use

Use this enemy as area denial in facility assaults and infiltrations: a lane the party must disable, spoof, or accept casualties crossing.

// Threat Profile

Threat Profile: Low-moderate durability, fixed position, reliable Reactive Fire, no morale, fully counterable by Tech checks, blind arcs, and cover discipline.

// Signature Traits

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.

// Signature Actions

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.

// Variants
Ceiling-Rail TurretConcealed Pop-Up TurretFlame Turret (area denial)Corrupted IFF Turret (fires at everyone)

Full Stat Block Priority: Medium

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