Improvised Turret Gun
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
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 60 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.
Alternatively, it can be opportunistically uninstalled and looted from various world sites.
|Material||Steel Cost||Cost||Hit Points||Flammability (%)||Market Value||Beauty|
|Plasteel||100||3 + 75||280||10||1,320||-60|
|Uranium||100||3 + 750||250||0||4,765||-60|
|Silver||100||3 + 750||70||20||1,010||-60|
|Gold||100||3 + 750||60||20||7,760||-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.
- Regardless of what material is used, turrets have -60 beauty.
- Silver and gold are poor material choices due to their poor durability.
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.
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.
The below shows accuracy and DPS of a turret across its range.
Prior to 1.0 it used to be called the Improvised turret.