Starfinder 2e: Lightning Turret


Hey Starfinder fans. So I was looking at the GM Core and I saw the number of turrets was rather small. So I figured I’d write one for you. I mean, everyone needs automated defense systems for the players to encounter and take over. There should be a few different kinds at every level. So consider this my first in a long series.

Lightning Turret Hazard 2

COMPLEX MECHANICAL TECH TRAP

Stealth +10 (trained)

Description A concealed turret pops up and fires a  bolt of electricity when intruders enter the protected 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 18; Fort +11, Ref +5

Hardness 7; HP 30 (BT 15); Immunities critical hits, object immunities, precision damage

Lightning Blast [reaction] Trigger A creature moves within 30 feet of the turret; Effect The trap makes a lightning Strike against the creature; the trap rolls initiative.


Routine (3 actions) The trap makes a lightning Strike against a creature. If it hits, the lightning jumps to two additional creatures with 10 feet of the initial target. All attacks use the same attack roll with no multiple attack penalty.

Ranged lightning +11 (range increment 90 feet), Damage 1d0+4 electricity


Reset The trap resets after 1 minute.

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