Auto-Gun[edit]
Auto-Gun Level 1 Elite Artillery
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Medium Terrestrial Animate (Robot) XP 200
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HP 64; Bloodied 32
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Initiative +0
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AC 15; Fortitude 13, Reflex 11, Will 11
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Perception +2
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Speed 0
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Darkvision
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Immune toxic Resist 5 electric, 5 ion
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Saving Throws +2;
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Standard Actions
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Laser Barrage (photon)♦ At-Will
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Attack: Ranged 20 (one creature); +6 vs. AC
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Hit: 1d6 + 3 photon damage and an adjacent creature takes 2 photon damage.
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Twin-shot ♦ At-Will
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Effect: The auto-gun makes two laser barrage attacks at the same target.
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Triggered Actions
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Blast Plates ♦ Recharge
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Trigger: The auto-gun is hit by an attack.
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Effect: (Immediate Reaction): The autogun is considered to be in cover until the end of its next turn.
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Free Actions
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Elite Action ♦ Encounter
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Requirement: It is the auto-gun's turn.
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Effect: The auto-gun takes an extra standard action during that turn.
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Str 19 (+4)
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Dex 10 (+0)
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Wis 12 (+2)
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Con 16 (+3)
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Int 10 (+0)
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Cha 7 (-2)
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Equipment —
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Employees are reminded to have their ID card visible at all times. The corporation will not be held responsible for auto-gun IFF false negative responses.
The auto-gun is a laser gun emplacement designed for securing entrances to high value installations. Since the rise of Main-Comp, one can be seen at the exterior doors to most terran buildings. They are completely immobile, but benefit from a hardened build and can draw from the building's power supply: Their twin rapid-fire lasers are fearsome enough to quell most insurgencies. Even so, poorly placed auto-turrets can have their line-of-sights exploited and they fare poorly once intruders are at melee range.
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