Aperature Testing Turret (D20 Modern Creature)
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Aperture Testing Turret
Are you still there? - Aperature Turret
Aperture Testing Turrets (ATT) are unique turrets controled remotely by a Aperture Science GlaDos unit. They are about 5 feet tall and have a white protective layer of near impenatrable armor covering their inner workings. They have a smart AI system that allow them to find targets that pass within their range of veiw in 1 round, as aposed to most turrets that take two rounds to find a target and begin to shoot it. The ATTs vocalize in a sing song manner, asking in a childish voice where the target is, if the target can come closer, and why the target is shooting them.
|Hit Dice:||— (— hp)|
|Armor Class:||—, touch —, flat-footed —|
|Attack:||+9 ranged Dual Pulse Rifles (2d10+3)|
|Full Attack:||+9 ranged Dual Pulse Rifles (2d10+5)|
|Special Qualities:||Limited Sight, Indestructable|
|Saves:||Fort &mdash, Ref —, Will —|
|Abilities:||Str —, Dex —, Con —, Int —, Wis 20, Cha 35|
|Organization:||single or squad (2-6)|
|Treasure:||AR2 Pulse Rifle Ammo (2d6 clips)|
ATTs fight using two Pulse Rifles that are attached to small "wings" that extend out of the sides. It takes a full round action for an unprepared turret to spot the target and activate it's weapon systems. It only takes a free action to begin shooting if the turret has spoted the player within two rounds. ATTs have a single red eye in the center that glows and sends out a laser pointer that helps it with targeting.
Indestructable (Ex): ATTs are indestructable. They can take extreme amounts of damage without any notable internal damage. They are not able to work properly when knocked down. If an ATT is atacked and hit with a force strong enough to knock it down, it is deactivated after it has hit the floor. A turret that has been knocked down fires blindly for a second or two, and then deactivates.
Limited Vision (Ex): An ATT can only veiw things in front of it. If a player is off to the side or behind it, it cannot shoot the player.