Laser Turret Hazard 1

Complexity Complex
Stealth 10 (trained)
Description A concealed turret pops up and fires a laser when intruders enter a secure area.

Disable DC 18 Computers (trained) to reprogram the turret, or DC 17 Crafting (trained) to cut power to the turret, or DC 16 Thievery (trained) to disable the turret
AC 16
Fort +10
Ref +4
Hardness 5
HP 24 (BT 12)
Laser Blast [reaction] Trigger A creature moves within 30 feet of the turret; Effect The trap makes a laser Strike against the creature; the trap rolls initiative.

Routine (3 actions) The trap makes a laser Strike against up to three creatures in range, or multiple Strikes against one creature in range if it has no additional targets.
Ranged laser +9 (range increment 90 feet), Damage 1d6+3 fire

Reset The trap resets after 1 minute.