Ceiling- or wall-mounted auto-turret guarding corp black-sites and Derelict security zones.
The standard Argus and corp-security answer to an unattended chokepoint: a recessed
auto-turret slaved to a motion sensor and an IFF (identify-friend-or-foe) check against
the Kadiss grid. Anyone the turret cannot resolve as friendly gets engaged. They sit
dormant behind a panel until something crosses the arc. A crew that has not spoofed its
Kadiss tags walks into the kill-box; a crew that has reads the room first.
Rules Reference
Field
Value
Attack / Bonus
8
Attack / Damage
2d8 slug (standard) or 3d6 las (military tier)
Attack / Rate Of Fire
one attack per round per target, up to 2 targets
Detect / Dc
18
Detect / Note
Sensors & Signals (DC 15) detects the sensor emissions; a dormant turret reads as a dark panel.
Detect / Skill
Perception
Prevented By
Valid friendly IFF on the Kadiss grid, Disabled firing servo
Reset
Automatic; re-engages each round until disabled or all contacts leave the arc for 1d4 rounds.
Save / Dc
15
Save / Note
On the round it activates, Reflex DC 15 for half from the opening burst if caught in the open.
Save / Type
Reflex
Trigger / Detail
Engages any contact within 40 ft arc not registered as friendly on the Kadiss grid.
Trigger / Type
motion + IFF mismatch
Category
hazard
Disarm
dc: 20
Field
Value
dc
20
note
Pop the access panel and cut the firing servo.
skill
Security/Locks
dc: 22
Field
Value
dc
22
note
Slave the turret's logic; can be turned on its owners.
skill
Hacking
dc: 18
Field
Value
dc
18
note
Spoof friendly IFF so it holds fire (does not disable it).
skill
Sensors & Signals
Mitigation
description: Spoof Kadiss IFF (Sensors & Signals) to pass unengaged.
Field
Value
description
Spoof Kadiss IFF (Sensors & Signals) to pass unengaged.
description: Hard cover breaks line of sight; turrets do not pursue.
Field
Value
description
Hard cover breaks line of sight; turrets do not pursue.