Turrets (5e Fallout Supplement)

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Universal[edit]

These machines are produced by all manufacturers due to their high demand and simplicity.

Auto-Cannon[edit]

Medium construct, unaligned


Armor Class 15 All
Hit Points 60 (11d8 + 11)
Speed 0 ft.


STR DEX CON INT WIS CHA
1 (-5) 19 (+4) 12 (+1) 7 (-2) 13 (+1) 7 (-2)

Skills Perception +3
Damage Immunities Radiation
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13
Languages
Challenge 4 (1,100 XP)


Immobile. The auto-cannon is a permanent fixture of the place where it is installed. It cannot be pushed or pulled. The auto-cannon automatically fails all Strength and Dexterity saving throws.

ACTIONS

Multiattack. The auto-cannon makes 2 machine gun attacks.

Machine Gun. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (5d6 + 4) ballistic damage.


Only deployed in the highest priority areas, these turrets are known to shred through almost any target with ease. Crafting requires 7 scrap electronics, 9 scrap metals, 2 specific auto-cannon parts, and 120 hours of work.

AutoCannonFallout2.gif


Gun Turret[edit]

Tiny construct, unaligned


Armor Class 12 Explosive; 14 Ballistic, Energy, Melee
Hit Points 27 (11d4)
Speed 0 ft.


STR DEX CON INT WIS CHA
1 (-5) 19 (+4) 10 (+0) 7 (-2) 11 (+0) 7 (-2)

Skills Perception +2
Damage Immunities Radiation
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages
Challenge 3 (700 XP)


Immobile. The gun turret is a permanent fixture of the place where it is installed. It cannot be pushed or pulled. The gun turret automatically fails all Strength and Dexterity saving throws.

ACTIONS

Machine Gun. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (5d6 + 4) ballistic damage.


Toward the end of the war, these gun turrets were installed in most public areas, especially in office and government buildings. Crafting requires 2 scrap electronics, 3 scrap metals, 2 specific gun turret parts, and 90 hours of work.

Fo3_ceiling_turret.png MAGUN2HJ_se.gif


Laser Turret[edit]

Tiny construct, unaligned


Armor Class 12 Explosive; 14 Ballistic, Energy, Melee
Hit Points 25 (10d4)
Speed 0 ft.


STR DEX CON INT WIS CHA
1 (-5) 19 (+4) 10 (+0) 7 (-2) 11 (+0) 7 (-2)

Skills Perception +2
Damage Immunities Radiation
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages
Challenge 3 (700 XP)


Immobile. The laser turret is a permanent fixture of the place where it is installed. It cannot be pushed or pulled. The laser turret automatically fails all Strength and Dexterity saving throws.

Invulnerable. While inactive, laser turrets are immune to all damage, and are unconsious

ACTIONS

Laser. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (5d6 + 4) energy damage.

Activate The laser turret becomes active if it is currently inactive

Deactivate The laser turret becomes inactive if it is currently active


Unlike their ballistic counterparts, laser turrets were exclusively deployed in military installations and prisons. Crafting requires 8 scrap electronics, 9 scrap metal, 2 specific laser turret parts, and 90 hours of work.

Fo3_automated_turret.png Laser_turret_FoT.png
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