Confrontation: Automated Turret

Battle has broken out in an area near a gun turret operated by an Automated Logis Engine (aka an aggressive machine spirit for the less technically inclined). The turret will open fire on any foolish enough to enter its domain!

Automated Turret

Servitor
M
WS
BS
 S 
 T 
W
I
A
0"
-
3+
0
5
4
-
0
Ld
Cl
Wil
Int
-
-
-
-
Save
4+

Special

Turret: The Automated Turret has a 360° vision arc.
Immobile: The Automated Turret is immobile; it cannot be moved or Pinned.
Robotic: The Automated Turret automatically passes any Cool, Willpower, or Nerve test it is required to make.
Reload Directive: If the Automated Turret can take an Action and the Turret Guns are currently Out of Ammo, the Automated Turret must take the Reload (Simple) Action.
Unadvanceable: The Automated Turret cannot gain XP or Advancements. Any XP it would gain is lost.
No Lasting Injury: The Automated Turret does not suffer Lasting Injury. When its Wounds are reduced to 0, the Automated Turret is destroyed and the attacker gains 2 XP immediately.
Armored Gun Emplacement: 4+ save (included in profile)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Turret Guns
12''
24''
+1
4
-1
1
4+
Status

The Automated Turret is considered to be a fighter. Usually it is an enemy fighter for all other fighters (except other Automated Turrets, if any), and considers all other fighters to be enemy fighters; however a scenario might identify certain groups of fighters that an Automated Turret will treat as friendly fighters. For instance, a scenario might include a control terminal that allowed a gang to take control of the Automated Turret by causing it to treat their gang's fighters as being friendly.

Deployment

After normal deployment (but before Infiltrators), the player with priority must set up a model representing the Automated Turret anywhere on the battlefield that is at least 12'' away from every battlefield edge. Once this has been concluded, Infiltrating fighters may be set up normally (if the scenario allows).

Ready

Each round during the Ready Fighters step of the Battle Sequence the Automated Turret gets D6-1 Ready markers.

Activation

During the round a player may discard a Ready marker from one of their fighters to discard a Ready marker from the Automated Turret and then activate the Automated Turret to take up to two actions. An Automated Turret may make the following Actions:

Scan For Target (Basic): Select an enemy fighter within 24'' and line of sight to the Automated Turret and roll a D6; on a 3+ the Automated Turret detects the fighter (even if they are Hidden). For the remainder of this round (not just this activation) the Automated Turret may attack that target.
Shoot Scanned Target (Simple): The Automated Turret makes a ranged attack using its Turret Guns against a target within 24'' and line of sight that it has successfully detected this round using the Scan For Target Action.
Reload (Simple): The Automated Turret automatically attempts to reload its Turret Guns if they are currently Out of Ammo. An Ammo check is made for the Turret Guns. If the check is passed, the Turret Guns are reloaded and are no longer Out of Ammo.

If there are no fighters remaining with Ready markers and the Automated Turret still has one or more Ready markers, then in priority order each player may discard one of the Automated Turret's Ready markers to take up to two actions with the Automated Turret chosen from the Actions available to the Automated Turret, alternating until the Automated turret has no Ready markers remaining to it.