Turbolaser - https://starwars.fandom.com/wiki/XX-10_turbolaser_tower
Heavy Turbolaser - https://starwars.fandom.com/wiki/XX-9_heavy_turbolaser
Planetary Turbolaser - https://starwars.fandom.com/wiki/W-165_planetary_turbolaser
Ion Cannon - https://starwars.fandom.com/wiki/V-35_Spoiler
Heavy Ion Cannon - https://starwars.fandom.com/wiki/NK-7_ion_cannon/Legends
Planetary Ion Cannon - https://starwars.fandom.com/wiki/V-150_Planet_Defender/Legends
Anti-Infantry Missile Launcher - https://starwars.fandom.com/wiki/LX-80
Anti-Vehicle/Starfighter Missile Launcher - https://starwars.fandom.com/wiki/Multi-Purpose_Missile_Bank_XVI
Anti-Starship Missile Launcher - https://starwars.fandom.com/wiki/Seeker-torpedo
XX-10 Turbolaser Tower
Gargantuan construct, unaligned
- Armor Class 11 (heavy armor plating)
- Hit Points 135 (10d20+30)
- Speed 0 ft.
STR DEX CON INT WIS CHA 18 (+4) 1 (-5) 16 (+3) 18 (+4) 12 (+1) 6 (-2)
- Skills Perception +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poison, disease
- Senses passive Perception 15
- Challenge 9 (5,000 XP)
Circuitry. The tower has disadvantage on saving throws against effects that would deal ion or lightning damage.
Heavy Armor & Shielding. The outer layer of the tower is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 20 points, the tower takes no damage from that attack. If the tower takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Vulnerable Interior. The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.
Targeting Systems. The tower uses its Intelligence modifier for attack, damage, and intitiative rolls.
Actions
Turbolaser. The tower chooses a target within 1,000 ft and lets loose a blast of energy at the target. The target must succeed at a DC 17 Dexterity saving throw, or take 49 (10d8+4) energy damage. Huge and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 45 (10d8) energy damage if they fail the save by 10 or more.
XX-9 Heavy Turbolaser
Gargantuan construct, unaligned
- Armor Class 12 (heavy armor plating)
- Hit Points 218 (15d20+60)
- Speed 0 ft.
STR DEX CON INT WIS CHA 20 (+5) 1 (-5) 18 (+4) 16 (+3) 12 (+1) 6 (-2)
- Skills Perception +
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poison, disease
- Senses passive Perception
- Challenge ()
Circuitry. The turbolaser has disadvantage on saving throws against effects that would deal ion or lightning damage.
Heavy Armor & Shielding. The outer layer of the turbolaser is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the turbolaser takes no damage from that attack. If the turbolaser takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Vulnerable Interior. The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.
Targeting Systems. The turbolaser uses its Intelligence modifier for attack, damage, and intitiative rolls.
Heavy Cannon. The turbolaser is unable to directly attack targets smaller than a Medium starship. It deals full damage to starships.
Actions
Multiattack. The turbolaser makes three turbolaser attacks.
Turbolaser. Ranged Weapon Attack: + to hit, range 1,500/5,000 ft., one target that must be at least 200 ft away from the turret. Hit 14 (2d8+5) energy damage. Additionally, hit or miss, the target and each starship within 50 feet must make a Dexterity saving throw (DC ), taking 9 (2d8) energy damage on a failed save, or half as much damage on a successful one.
w-165 Planetary Turbolaser
Gargantuan construct, unaligned
- Armor Class 14 (heavy armor plating)
- Hit Points 310 (25d20+125)
- Speed 0 ft.
STR DEX CON INT WIS CHA 24 (+7) 1 (-5) 20 (+5) 18 (+4) 16 (+3) 6 (-2)
- Skills Perception +
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poison, disease
- Senses passive Perception
- Challenge ()
Circuitry. The turbolaser has disadvantage on saving throws against effects that would deal ion or lightning damage.
Heavy Armor & Shielding. The outer layer of the turbolaser is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 50 points, the turbolaser takes no damage from that attack. If the turbolaser takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Vulnerable Interior. The turbolaser's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.
Targeting Systems. The turbolaser uses its Intelligence modifier for attack, damage, and intitiative rolls.
Heavy Cannon. The turbolaser is unable to directly attack targets smaller than a Huge starship. It deals full damage to starships.
Actions
Multiattack. The turbolaser makes three turbolaser attacks.
Turbolaser (Recharge 3-6). Ranged Weapon Attack: + to hit, range 150,000/450,000 ft., one target that must be at least 5,000 ft away from the turret. Hit 51 (8d10+7) energy damage. Additionally, hit or miss, the target and each starship within 200 feet must make a Dexterity saving throw (DC ), taking 22 (4d10) energy damage on a failed save, or half as much damage on a successful one.