Boss using turrets Ideas


Advice


So I'm running a group of 6 through Incident at Absalom station, and they're coming up on the security bot. This party will tear through the robot in no time.

I want to try something besides adding enemies or just scaling hitpoints so I had an idea:

What if in the arena there were automated weapon emplacements, and as a move action, the security bot would designate a target for those weapons to target when their turn came around. They would be destructible, and I'd probably give them HP like a monster. What weapons would you use (iLevel 3 or less), would you allow the PC's some method of causing the turrets to lose or switch targets?


I'd make sure to stat up the Turrets computers so that a player with the right skill can hack into them. Remember that a turrets attack bonus is based on its controlling computer tier, as is the DC to hack it so try to balance out the two so they have a decent opportunity to hit (you want them to be threatening to your players) but having hack DCs in a reasonable range for your group.


I could tie the turrets and security to the computers already in the AP. They appear to be tier 3 based on DC and actions needed, and I'm expecting the party to be around level 3 or 4 by that point. If the attack bonus needs to be higher I can throw a +2 or whatever and say it's from the Security bot marking a target.


I reckon keep the turrets with the to hit based on their Comp tier. Allow the security bot to spend his actions taking direct control of a turret (or two with a full action.) If the turrets are placed properly you can keep your players on their toes vis a vis Cover this way, without overwhelming them with many high to hit attacks.

The Exchange

I'd add them as lasers.

This way smoke grenades can impact their effectiveness too

As stated above, having them hackable will really empower certain players, which is great. Make it more aboutmhacking to turn them off rather than turning them against the robot itself, so you're not inadvertently giving the players more power.

Finally, be wary of adding anything extra to this module at that stage of the game. The end boss fight is brutal and if you weaken them too much, pretty much lethal.


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Have the off switch be doable via general hacking, have changing Friend or Foe Identification be behind a Firewall is another way of doing it.


Giving the turrets a perception skill will give sneaky characters something to do.

Hacking only affects sensors, this will prevent turning the guns against their owners.

Treat turrets as mechanics drones. This avoids having special rules that players think may be unfair.


I planned how to inform the PC's of the danger if they can hack the computers nearby, granted they'll still need to make a very difficult culture check or use comprehend languages. I might drop a spell gem or ampoule of comprehend languages just so that they have it.

The hack will reveal which security systems are active (I'll have some be malfunctioning for flavor), and dump some backstory in the AP that doesn't get used. From there a second hack can be used to disable the guns, failure will bring the sentry bot to the terminal.

In combat I'm thinking that the turrets lose their current target when it breaks line of sight, or the 2nd range increment and it will cost a move action for the robot to give them a target or to switch.

I like the idea of smoke grenades, and I'll have an opportunity to add some to the loot.

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