Turret: This simple turret has +4 to attack rolls, 1d6 + Int ballistic damage, 40′ range, 14 Defense, and 20 HP. It remains active for one minute, until combat is over, or its HP is depleted.
Bombard Turret: A modified version of the simple turret, the bombard turret sacrifices accuracy for explosive capability. It has +2 to attack rolls, 1d6 + Int ballistic damage to all targets within a 10′ radius, a 15′-40′ effective range, 14 Defense, and 20 HP. It remains active under the same circumstances as the simple turret.
(Turret upgrades: Accuracy, damage, Defense, HP, range, blast radius)
Proximity Mine: When set in an adjacent 5′ square, the proximity mine explodes when another creature comes within 5′ of it, dealing 1d6 + Level ballistic damage. For safety reasons, the magicite explosive will not arm until no creatures are within its proximity.
(Mine upgrades: Damage, proximity radius, timed fuses, remote fuses)
Upgrade Equipment: Given one hour’s time and an appropriate mod kit, an artificer can permanently upgrade a weapon or suit of armor. Weapons and armor can only have five total upgrades, and a maximum of three of the same kind of upgrade.
*Agility: +1 to attack rolls with a weapon, or +1 Initiative with armor.
*Bulk: +25% magazine size with a firearm, or one level of Fortification with armor.
*Power: +2 damage with a weapon, or +1 Defense with armor.
*Tactical: One level of flurry with a non-shotgun weapon, reduced action for reloading shotguns, +2 reduction on Subterfuge (stealth) checks. If installed in armor without a Subterfuge penalty, a mentalist can use psionic technicks while wearing it.
Installing a standard mod kit takes one hour of time and a DC 20 Int + Knowledge check.
If anyone has ideas to beef up the devices, or new ones, I’m all ears! 😀
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