Sentry Turret Hazard 5

Complexity Complex
Stealth 13 (trained)
Description A mechanized turret attacks intruders.

Disable DC 20 Computers (trained) to reprogram the turret, or DC 19 Crafting (trained) to cut power to the turret, or DC 18 Thievery (trained) to disable the turret
AC 19
Fort +15
Ref +9
Hardness 12
HP 54 (BT 26)
Open Fire [reaction] Trigger A creature moves within 30 feet of the turret or attacks the turret; Effect The turret makes a ranged Strike against the triggering creature; the trap then rolls initiative.

Routine (3 actions) The trap makes three oversized machine gun Strikes against a creature in range, or the trap makes an Auto-Fire attack followed by one Strike against a creature in range.
Ranged oversized machine gun +15 (analog, automatic, range increment 90 feet), Damage 2d8+7 piercing
Auto-Fire oversized machine gun (analog, 45-foot cone), Damage 2d8+7 piercing (DC 22 basic Reflex save)

Reset The trap resets after 1 minute.