Jury-Rigged Annihilator
COMPLEX HAZARD 3 +10 (trained) to notice it's still functional; noticing the annihilator is automatic
A gargantuan scorpion-like robot, covered in signs of damage, has been bolted into the canyon's rock walls.
Integrated Chain Gun Hardness 10, HP 40 (BT 20) per integrated chain gun
Plasma Lance Hardness 10, Plasma Lance HP 20 (BT 10)
DC 23 Thievery (expert) to successfully disable the annihilator at the control box on the northwest ledge, DC 20 Thievery (trained) or DC 15 Engineering Lore (trained) to jam the mechanics of either of the two chain guns, or the "tail" mechanism where the plasma lance is mounted, preventing it from firing. Jamming the guns or tail requires first getting on top of the Immobilized annihilator, which counts as difficult terrain. All attempts take 2 actions.
AC 22; Fort +12, Ref +6
Hardness 10, HP 40 (BT 20) per integrated chain gun; Plasma Lance Hardness 10, Plasma Lance HP 20 (BT 10); Weaknesses electricity 5
Plasma Lance (fire)
The scorpion-like tail of the annihilator projects a 80-foot line of burning plasma.
Creatures in the area take 4d6 fire damage (DC 23 basic Reflex). The annihilator can't use the plasma lance again for 1d4 rounds.
Melee Integrated Chain Gun +12 (fatal d8), Damage 3d6 piercing
(2 Actions) When the plasma lance is ready, the annihilator uses it to attack as many PCs as it can, otherwise it attacks with its two integrated chain guns while the plasma lance recharges, spending one action for each of its two integrated chain guns that is still functional. This trap doesn't take a multiple attack penalty. If Synthetic Khismar is destroyed, the annihilator attacks as many creatures as possible.
Pathfinder Society Scenario #1-24: Lightning Strikes, Stars FallOGL