d20 +24 to Attack Mind Defense | +33 to Damage | +21 to Healing
- Basic Attack
- This is Laser Turret's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Laser Turret's Combat Maneuvers.
- Suppressing Fire
- You shoot into an area where there are enemies.
- 4d10 Damage (22) Target: AOE (5x5) Range: 13 Spaces Duration: Instant
d20 +24 to Attack Mind Defense | +33 to Damage | +21 to Healing
- Concentrated Fire
- You focus on one particular enemy and give it all you've got!
- 14d10 Damage (77) Target: Creature (1) Range: 15 Spaces Duration: Instant
- Defensive Systems Activated
- You cover yourself in a protective barrier that also mends your wounds.
- 2d10 Healing (11) Target: Creature (1) Range: Self Duration: 3 Rounds
- Resistance +15 Target: Creature (1) Range: Self Duration: 3 Rounds
- Engage All Enemies
- Taking note of how many enemies are around you attempt to blast many of them with a volley of targeted fire.
- 6d10 Damage (33) Target: Creatures (4) Range: 16 Spaces Duration: Instant
- Tactics and Strategy
- These turrets only cover a very specific area on the battle board. They do not target things outside of this area. If something enters the area it uses it's Perception skill to identify the target. If it is an ally it will not attack. If it is an enemy or it cannot determine one way or the other it will attack. It doesn't use any specific tactics other then trying to blast the target that is the closest to it. It does not take into consideration Area of Effect and if it might hit an ally.
- Turret Use
- They are almost always used from a stationary positions. There have been reports of the turret being mounted on vehicles or having legs or tracks of it's own. However, these reports say that this dramatically increases the error rate of target identification. Tinkerer's be warned!
- Programming
- Outside of combat the owners of these turrets are able to program them freely. They can be hacked and reprogrammed. Treat them as a trap that can be disabled. If successful the saboteur can turn them off or change who their enemies are. To reprogram them the saboteur must access their control panel. This is often wired in from a remote location or attempt a hack directly on the turret 50% HP or less due to damaged armor. A Hard Skill check is required at the control panel. A Medium check at 50%.
NPC Auto Assigned Bonuses
Laser Turret's Equipped Items
Laser Turret's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Suppressing Fire
- You shoot into an area where there are enemies.
- 1d10 Damage Target: AOE (5x5) Range: 7 Spaces Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 3d8 Damage Target: Creature (1) Range: 6 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 4 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Concentrated Fire
- You focus on one particular enemy and give it all you've got!
- 11d10 Damage Target: Creature (1) Range: 9 Spaces Duration: Instant
- Defensive Systems Activated
- You cover yourself in a protective barrier that also mends your wounds.
- 2d10 Healing Target: Creature (1) Range: Self Duration: 3 Rounds
- Resistance +15 Target: Creature (1) Range: Self Duration: 3 Rounds
- Engage All Enemies
- Taking note of how many enemies are around you attempt to blast many of them with a volley of targeted fire.
- 3d10 Damage Target: Creatures (4) Range: 10 Spaces Duration: Instant
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Improved Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Improved Perception Skill Focus
- 'Increase Perception Skill by 6.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
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