Mini-turret

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Mini-turret gun

Mini-turret gun

A simple automatic gun made to be mounted on a turret.

Base Stats

Type
EquipmentWeapons
Weapon Class
Industrial
Mass
5.00 kg

Ranged Combat

Mode
Burst
Damage
12 dmg (Bullet)
Armor penetration
18%
Warm-Up
ticks (0 secs)
Cooldown
288 ticks (4.8 secs)
Range
28.9 tile(s)
Accuracy
77% - 70% - 45% - 24%
Avg. accuracy
54%
Velocity
70 (m/s)
Burst Count
2 (per burst)
Burst Ticks
ticks (0.13 secs)
(450 RPM)
DPS
4.86 (2.63)
Stopping power
0.5

The mini-turret gun is a turret-only ranged weapon. It is the main armament of the mini-turret. It fires a 2-round burst that deals modest damage with a long cooldown.

This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.

Acquisition

Mini-turret guns spawn on all mini-turrets. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.

Version history

  • Beta 19 - renamed from called "Improvised turret gun".
  • 1.1 - it was nerfed to fire a 2-round burst, down from 3.
  • 1.1.2569 - range was increased from 25 to 29.
  • 1.1.2618 - the damage was increased to 11 from 10.
  • 1.3.3200 - Damage increased from 11 to 12. Accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24.



Mini-turret

Mini-turret

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.

Base Stats

Type
Security
Mass
100 kg
Beauty
-20
HP
100

Building

Size
1
Placeable
Yes
Power
-100 W

Ranged Combat

Cooldown
309 ticks (5.15 secs)

The mini-turret is a stationary defense mechanism which automatically fires at any enemies entering its range of 25.9 tiles. It fires a 3-round burst with no need for warmup, has a slow 5.15 second cooldown and 96% per-tile 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.

After firing 120 rounds it requires a barrel change, costing 40 steel.

It has a target size of 68% making them harder to hit.

Turrets have a 50% chance of exploding when it reaches 20% health.

Construction

Constructing the turret requires research in microelectronics basics and gun turrets (some scenarios have Gun Turrets already researched).

Alternatively, it can be opportunistically uninstalled and looted from various world sites.

Material Steel Cost Cost Hit Points Flammability (%) Market Value Beauty
Steel 100 Steel 3 Components 120 28 405 Silver -20
Plasteel 40 Steel 3 Components + 60 Plasteel 335 14 1,320 Silver -20
Uranium 40 Steel 3 Components + 60 Uranium 300 0 4,765 Silver -20
Silver 40 Steel 3 Components + 600 Silver 84 28 1,010 Silver -14
Gold 40 Steel 3 Components + 600 Gold 72 28 7,760 Silver 0

Materials

  • 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.
  • Silver and gold are poor material choices due to their poor durability.

Images

Improvised turret.png

Tactics

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. Raiders with long ranged weapons can snipe a turret from outside its range, so forcing them into close range with walls or terrain is recommended.

Turret explosion

Turrets have a 50% chance to explode when it reaches 20% health. The exploding turret will spark and emit a hissing sound that increases in pitch shortly before exploding a few seconds later. All nearby raiders will run in an attempt to get out of the blast radius to keep their skin intact.

The explosion deals 200 damage to all structures within its 3.5-tile blast radius, 50 damage to the slag chunks and components that drop, and typically 12-48 damage (with variances in increments of 4 points) to all pawns unlucky enough to get caught in the explosion. Due to this, it's best to space out groups of turrets so that one exploding doesn't create a chain reaction. This is somewhat less of a risk with Plasteel turrets.

Graphs

The below shows accuracy and DPS of a turret across its range.

TurretAccuracy.png TurretDPS.png

Version history

Prior to Beta 19, it used to be called the Improvised turret. It also used more power (350W) and costed more to build, but did not require barrel changes.