SFS Standard Turret

Your exocortex connects to a deployable turret that’s easily collapsed and stored in your custom rig. At the end of your turn, if your turret is stored in your custom rig, it regains 5 Hit Points. You have one turret. It occupies a 5-foot square, hovers in place, and provides lesser cover. You can Take Cover behind your turret to gain standard cover. Once deployed, you can fire this turret remotely if you're within 150 feet of the turret as a ranged Strike originating from the turret's location. Your turret has its own targeting sensors, including darkvision, and doesn't rely on your vision. Your turret uses your attack modifier and shares your multiple attack penalty.

Your turret is a commercial martial ranged weapon with two upgrade slots. You can improve the grade of your turret, making it tactical or better, following the rules for improving weapons. Your turret's upgrade slots are located on your custom rig, rather than the turret itself, and are automatically remotely installed when you Deploy Turret. Your turret has an expend of 0 and doesn't require ammo. Its level is equal to your level, its AC is equal to your mechanic class DC, and it has Hardness 5. It has trained proficiency rank in Reflex and Fortitude saves, using your Intelligence modifier to calculate these bonuses. It has 10 Hit Points, plus a number of Hit Points equal to 2 plus your Intelligence modifier for each level you have. Its Broken Threshold is equal to half its total Hit Points (rounded down), and it can no longer Strike when it's broken. During your daily preparations, you automatically repair your turret, restoring it to maximum Hit Points. If your turret is reduced to 0 Hit Points, rather than becoming destroyed, it automatically collapses and returns to your custom rig, then regains Hit Points at the end of each of your turns, as usual.

At 5th level, your turret's Hardness increases to 10. At 10th level, its Hardness increases to 15, and its proficiency rank in Reflex and Fortitude saves increases to expert. At 15th level, its Hardness increases to 20, and its proficiency rank in Reflex and Fortitude saves increases to master.

Select one of the following arrays for your turret, which determines its damage type and range increment. You can spend 10 minutes adjusting your turret using your custom rig to change its selected array.
  • Chaingun: 1d8 piercing damage, range increment 90 feet, analog trait, projectile weapon group
  • Disintegrator: 1d8 acid damage, range increment 60 feet, tech trait, corrosive group
  • Laser Beam: 1d8 fire damage, range increment 60 feet, tech trait, laser weapon group
  • Thunderclap: 1d8 sonic damage, range increment 60 feet, tech trait, sonic weapon group
  • Volt Thrower: 1d8 electricity damage, range increment 60 feet, tech trait, shock weapon group
  • Zero Emitter: 1d8 cold damage, range increment 60 feet, tech trait, cryo weapon group
You can Modify your turret when you're within reach of it,modding the turret as a weapon or using the following two new mods.
  • Pinpoint Shot (turret exocortex): You upgrade your turret's targeting system. Increase the turret's damage by an amount equal to your Intelligence modifier.
  • Shift Array (turret exocortex): You tweak your turret's specifications. Change your turret's selected array.