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Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids

Affiliations: The Confederacy of Independent Systems

Conceived by the creative minds of the Colicoids, the T4 Turret Droid was first built several years before the Trade Federation's blockade of the planet Naboo. The Droid consists of one or more Heavy Weapons, typically a Heavy Repeating Blaster or a Blaster Cannon, mounted on a set of four legs that allow the Droid to move and brace the weapon(s) when firing. The T4s' primary function was to act as mobile defense guns for dignitaries traveling on potentially hostile worlds. When Viceroy Nute Gunray essentially gained full control of the Trade Federation, he diverted many T4 Droids to the fleet attacking Naboo and placed them at strategic locations throughout the city of Theed. Although the Droids failed to stop the queen's rescue, they performed well enough to continue being used in the years that followed, including service in the early part of the Clone Wars against the Republic.

Working as One[]

A T4 Turret Droid can be a formidable foe by itself, but use extreme caution if you find a group of them. Their combat skills seem to increase exponentially the more of them that band together. The degree to which they work in tandem almost seems unnatural. It's almost as if they have one mind when they are close to each other. And even though other companies have created Droids that operate similarly, the Colicoids seem to have perfected the trick and have not been forthcoming about how they achieved it.

Too bad- knowing that secret might help someone defuse the situation on Kubindi. The Trade Federation sent a company of Droids to that remote world to "Convince" its people to join the Separatists. Intelligence reports that I procured say that a contingent of T4 Turret Droids with the company is the first line of defense against anyone trying to break through their perimeter. I'm sure that the Kubaz and the Republic would love for a group of heroes to create a hole in the Droids' defenses and help the Clone Troopers put a stop to the Trade Federation's unwanted visit.

-Mavven

Encountering a T4 Turret Droid[]

T4 Turret Droid

The T4 Turret Droid is most often deployed to checkpoints and areas of tactical importance to the Trade Federation or the Separatists. Usually encountered in groups of two to four, the Turret Droids work well together. In this encounter, the heroes enter a plaza in the older part of a city occupied by the Trade Federation. Positioned at each of the three other gateways leading out of the plaza is a T4 Turret Droid.

When at least one Droid spots the heroes, it broadcasts an alert to the others and opens fire. The heroes can seek cover in the gateway through which they entered the plaza, but it won't help much against the Turret Droids, especially the one directly across from them. If any of the T4s lacks a clear line of fire at the heroes, it instead aids a T4 that does have a clear line, granting a +5 bonus to its attack roll because of its Synchronized Fire Circuits. If the Droids have difficulty dispatching the heroes, they group together and fall back to find reinforcements.

Modification: Artillery Spotter[]

In battle, when a group's sensors fail for one reason or another but the assault must continue, someone must provide the targeting information needed. This modification of the T4 Turret Droid specializes in obtaining that data and expediently providing it to those firing the artillery. As a first step, give the Droid an Improved Sensor Package to accompany its Darkvision. Next, install an Internal Comlink to permit the Droid to quickly communicate its findings for processing; for ground assaults, an Internal Comlink (Short-Range) works sufficiently.

Reprogram the Weapon Focus (Heavy Weapons) Feat to Skill Training (Perception) and shift the Skill Focus Feat from Initiative to Perception to help the Turret Droid acquire the information needed for its allies to continue assaulting the enemy. Since multiple sources are more effective at triangulating an enemy's position, the Synchronized Fire Circuits in two or more T4s modified for this role allow the Droids to reroll their Perception checks while they work together and take the better of the two results.

Modification: Listening Post[]

Defeating an enemy requires powerful weapons, but knowing how to use those weapons effectively requires gathering intelligence on the enemy's plans and resources. Modifying a T4 Turret Droid to act as a remote listening post has proven to be an excellent way of attaining the needed information. To make this modification, start by installing an Improved Sensor Package and a Sensor Booster to extend the Droid's detection range. Add an Internal Comlink (Long-Range) so the T4 can keep in touch with its master and pick up transmissions broadcast by the enemy.

Install a Translator Unit (DC 5) to help the Droid decode any communications signals it receives before sending them back to base. Mount a Hypertransceiver, a component normally found only in Starships, in the Droid's chassis to help it pick up HoloNet signals that the enemy might send or receive; this process requires a DC 30 Mechanics check and 2 days of work. Finally, Reprogram the Droid's Rapid Shot Feat into Skill Training (Perception) and shift the Skill Focus Feat from Initiative to Perception to maximize the Droid's ability to detect the signals for which it listens.

Modification: Patrol Guard[]

Turning a T4 Turret Droid into a patrol guard isn't much of a stretch, and the benefits are worth the work necessary to make the modifications. The biggest change involves upgrading its Locomotion so the Droid retains its Walking capability but gains a speed of 8 squares; this change requires a DC 25 Mechanics check and 1 day of work. The modified T4 can cover its patrol area more efficiently, and it can close with a target more quickly as well, especially now that it can outrun most organic beings.

Install an Improved Sensor Package to back up the droid's Darkvision. Tweak the Cutting Laser to give it a low-power setting (requiring a DC 15 Mechanics check and 1 hour of work), which the Droid can use as a focused spotlight to help its allies locate and take action against intruders. If the Droid attacks while using the focused light and successfully hits its target, the beam temporarily Blinds the target for a number of rounds equal to the amount by which the attack roll exceeds the target's Reflex Defense.

T4 Turret Droids can't be played as Droid Heroes.

T4 Turret Droid Statistics (CL 3)[]

Large 4th-Degree Droid Nonheroic 9

Initiative: +17; Senses: Darkvision, Perception +5

Languages: Basic (understand only), Binary

Defenses[]

Reflex Defense: 14 (Flat-Footed: 11), Fortitude Defense: 11, Will Defense: 11

Hit Points: 32, Shield Rating: 20, Damage Threshold: 11

Immune: Droid Traits

Offense[]

Speed: 6 Squares (Walking)

Melee: Unarmed +7 (1d4+1)

Ranged: Blaster Cannon +10 (3d12, 1-Square Splash)

Ranged: Blaster Cannon +5 (3d12, 1-Square Splash) and Blaster Cannon +5 (3d12, 1-Square Splash)

Ranged: Heavy Repeating Blaster +10 (3d10, 2-Square Autofire)

Ranged: Heavy Repeating Blaster +5 (3d10, 2-Square Autofire) and Heavy Repeating Blaster +5 (3d10, 2-Square Autofire)

Ranged: Cutting Laser +10 (3d10 (Fire), 5-Square Area Attack)

Ranged: Grenade Launcher +10 (8d6, 4-Square Burst)

Fighting Space: 2x2 Squares; Reach: 1 Square

Base Attack Bonus: +6; Grapple: +14

Attack Options: Autofire (Heavy Repeating Blaster (Only)), Point-Blank Shot, Rapid Shot

Special Actions: Synchronized Fire Circuits

Base Stats[]

Abilities: Strength 13, Dexterity 16, Constitution -, Intelligence 10, Wisdom 12, Charisma 6

Feats: Armor Proficiency (Light), Dual Weapon Mastery I, Point-Blank Shot, Rapid Shot, Skill Focus (Initiative), Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons)

Skills: Initiative +17

Droid Systems: Walking Locomotion, Remote Receiver, 3 Tool Mounts, Darkvision, Synchronized Fire Circuits, Shield Generator (SR 20)

Possessions: Blaster Cannon (2), Cutting Laser, Grenade Launcher, Heavy Repeating Blaster (2), Thermal Detonator (4), Plasteel Shell (Droid Armor; +2 Reflex)

Availability: Military; Cost: 26,940 credits

 T4 Turret Droid Protocol Format[]

See also: Protocol Format

Large 4th-Degree Droid

Hit Points: 32

Damage Threshold: 11 (SR 20)

System Actions[]

Move (1 Swift Action, 2/Turn)[]

The T4 Turret Droid moves 6 squares (Walking).

Cutting Laser (2 Swift Actions, 1/Turn)[]

The T4 Turret Droid targets 5 contiguous squares, making a ranged attack at +10 against the Reflex Defense: of each target. The Cutting Laser ignores Damage Reduction and deals 3d10 points of Fire damage (half damage on a miss). This is an Area Attack.

Patrol Duty (1 Swift Action, 1/Turn)[]

The T4 Turret Droid makes a Perception check against a target's Stealth check. If the check is successful, the Turret Droid detects the target.

Rapid Shot (1 Swift Action, 1/Turn)[]

The T4 Turret Droid makes a ranged attack at +8. If successful, the attack deals 4d12 points of damage with a 1-Square Splash.

Stability (Free Action)[]

The T4 Turret Droid gains a +5 bonus to avoid being knocked Prone.

Base Stats[]

Skills: Initiative +17

Vital Systems: Blaster Cannon (2), Cutting Laser, Grenade Launcher, Heavy Repeating Blaster (2), Thermal Detonator (4), 3 Tool Mounts, Synchronized Fire Circuits, Shield Generator (SR 20)

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