Auto-Gun (4e Future Creature)

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Auto-Gun[edit]

Auto-Gun
Level 1 Elite Artillery
Medium Terrestrial Animate (Robot)
XP 200
HP 64; Bloodied 32 Initiative +0
AC 15; Fortitude 13, Reflex 11, Will 11 Perception +2
Speed 0 Darkvision
Immune toxic Resist 5 electric, 5 ion
Saving Throws +2;
Standard Actions
Basicranged.png Laser Barrage (photon)♦ At-Will
Attack: Ranged 20 (one creature); +6 vs. AC
Hit: 1d6 + 3 photon damage and an adjacent creature takes 2 photon damage.
Twin-shot ♦ At-Will
Effect: The auto-gun makes two laser barrage attacks at the same target.
Triggered Actions
Blast Plates ♦ Recharge D6 (5).pngD6 (6).png
Trigger: The auto-gun is hit by an attack.
Effect: (Immediate Reaction): The autogun is considered to be in cover until the end of its next turn.
Free Actions
Elite Action ♦ Encounter
Requirement: It is the auto-gun's turn.
Effect: The auto-gun takes an extra standard action during that turn.
Str 19 (+4) Dex 10 (+0) Wis 12 (+2)
Con 16 (+3) Int 10 (+0) Cha 7 (-2)
Equipment
Auto-gun

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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