An improvised turret that automatically fires at nearby enemies. Explodes when damaged. Its hacked-together AI brain isn't very smart, and can't be directly controlled, so beware of friendly fire.
- 1 ˣ 1
- 100 kg
- 309 (5.15 secs)
- 100 + 75 + 3
- 75 + 56.25 + 2.25
Improvised Turret Gun
The improvised turret is a stationary defense mechanism which automatically fires at any enemies ( psychotic animals / raiders) entering its range of 25.9 tile radius. It fires a 3-round burst with no need for warmup, has a slow 5.15 second cooldown and 96% accuracy. While turrets are somewhat underwhelming on their own, large groups of turrets are able to incapacitate or kill small groups of hostiles within seconds.
There`s 5 variants: Shocking Steel, Perfect Plasteel, Unaffordable Uranium, Stunning Silver, and Glorious Gold. Regardless of what material's used; turrets will always give out -60 beauty - so using Gold or Silver will have more impact on colony wealth (increasing raids) while doing little to nothing as they have low Hit Points.
|Material||Steel Cost||Cost||Hit Points||Flammability (%)||Market Value||Beauty|
|Plasteel||100||3 + 75||280||10||1,335||-60|
|Uranium||100||3 + 1,500||250||0||9,280||-60|
|Silver||100||3 + 1,500||70||20||1,775||-60|
|Gold||100||3 + 1,500||60||20||15,270||-60|
- Steel is the most viable option early-game, but it's advisable to switch them out for Plasteel Turrets as soon as you can, as Steel Turrets aren't very durable and therefore can't withstand sustained gunfire.
- The most effective material is Plasteel: it has the most HP, very low flammability, is somewhat easier to obtain mid-late game, and saves Steel for other purposes.
- You should expect Turrets to be frequently replaced, and Uranium is too rare and expensive to be practical.
Used alone or in small numbers, turrets do not provide much additional firepower. However, raiders will often target the turret instead of the colonists if it is closer to them, shielding the colonists from harm until the turret is destroyed. However, attackers will not take an unpowered turret as a primary target. The firepower of the turrets adds up when massed together, to the point where turrets alone can sometimes beat back even massive raids. Larger colonies often build a "killbox": An entrance area designed to funnel raiders where turrets can do maximum damage while the raiders' own ability to fight back is minimized. Using Sandbags to protect your turrets can be a solid tactic in either case.
When building a turret, there's a 50% chance that it will never explode; regardless of what amount of health it's at. Normally; a turret will spark and emit a hissing sound that increases in pitch, once it drops to or below 20% of its maximum HP (e.g. a Steel Improvised Turret will begin hissing at 20/100 Hit Points), and explode a few seconds later. When a turret's about to explode, all nearby raiders will run in an attempt to get out of the blast radius to keep their skin intact.
When a Turret explodes; it does 200 damage to all structures within its radius, 50 damage to the slag chunks and components that drop, and typically 12-36 damage (with variances in increments of 4 points) to all pawns unlucky enough to get caught in the explosion - but it will sometimes do 48 damage too.
Example of an Explosion