Automated turrets

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This page describes common robots. For the rest of the robots, please click here.



A rather typical automated turret

Basics:

Unlike other robots, automated turrets are stationary. They have no means of locomotion, in fact, they are usually fixed in place. There are various automated turrets that even more than a century after the Great War still protect old, military installations. The two most common models are nearly built the same, they only differ in armament:

The first of these automated turrets uses a machine gun in 5.7 mm FN, the other one uses a strong laser.


The stats for the automated turrets::

STrength PErception ENdurance CHarisma INtelligence AGility LUck COurage
1 8 6 1 3 6 5 1



Strength: Determines a robot’s carrying capacity. Each point of Strength allows the robot to carry 50 pounds in addition to its own weight. Since automated turrets can not move, however, they can't carry anything either.

Perception: Indicates how far a robot can “see” or “hear.” Automated turrets have rather good, well developed sensors and notice dangers quickly and efficently.

Endurance: Despite their long-lasting energy cells, these robots still need to recharge occasionally. Endurance represents the number of weeks a robot can operate on a single charge.

Charisma: Like all other robots, these have a Charisma value of 1. Robots have essentially no charm, do not understand the concept of bartering, and are not friendly. They are simply programmed to do specific tasks.

Intelligence: Indicates how “clever” the robot is. In principle, a more intelligent robot is both harder to hack and better able to adapt to new situations.

Agility: As with animals, agility directly corresponds to the number of Action Points (AP).

Luck: Set to 5 for all robots. This gives each robot the same chance of scoring a critical hit.

Courage: This value roughly indicates when a robot will retreat for self-preservation. Values range from 1 to 10 and can be tested using a D10. Since this robot is stationary, it’s probably easy to guess why its value is 1.

Skills and armament:

Both types of automated turrets have a rifles skill of: 65

The turret armed with a machine gun uses the caliber 5,7 mm FN.
The turret fires salvos of five shots and has a total magazine capacity of 100 shots.

The damage is: 1 D6 + 6 normal damage without adjustment for armor.

The AP costs are 3 AP.



For the one with the Laser weapon:

Damage is: 2 D10 + 14 Laser damage.

Again, the AP costs are 3 AP.



Hit zones:

An automated turret has the following three hit zones:

Hit zones: Difficulties

Chassis/unaimed: 0
Sensor package: 30
Weapon: 35


On an unaimed critical hit, roll a d3 to determine where the hit landed:

1 = Chassis: Triple damage
2 = Sensor package: Double damage. Without the sensors controlling it, the weapon is useless until the sensors get repaired.
3 = Weapon: Double damage. The weapon is broken until repaired.

In cases 2 and 3, the turret is completely disabled.

Therange division:

GTurrets are usually programmed to fire only at close range to avoid accidents. However, if attacked from farther away, they’re typically capable of returning fire.

This means they only initiate combat when an enemy enters medium range or closer.

CQC: Up to 15 cm: + 10 to rifles
Close range: Up to 30 cm: + 5 to rifles
Medium range: Up to Bis 45 cm: No adjustment
Far range: Up to 60 cm: - 5 to rifles
Extreme range: Up to 75 cm: - 10 to rifles