Mini-slugger turret

From RimWorld Wiki
Jump to navigation Jump to search

Mini-slugger turret

Mini-slugger turret

A self-powered defense turret mounted with a weak but long-ranged slug-thrower. May explode when damaged.

Base Stats

Type
BuildingMechanoid cluster
Mass
10 kg
Beauty
-20
HP
100
Flammability
0%
Path Cost
50 (21%)

Building

Size
1 × 1
Placeable
False
Passability
pass through only
Cover Effectiveness
40%
Terrain Affordance
Light
Destroy yield
Steel slag chunk 1

A mini-slugger turret is a small turret that appears in mech clusters.

Occurrence[edit]

Summary[edit]

Mini-slugger turrets are fittingly equipped with a Mini-slugger. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a Shooting Accuracy of 96%, equivalent to a Shooting skill of 8. Like all turrets, they cannot target any pawn that has one or more tiles of blind smoke between the turret and them and are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned.

When damaged below 20% of its health, the mini-slugger turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding 240 ticks (4 secs) later, dealing 50 Bomb damage in a 3.9 tile radius around itself. See the Damage Types page for a list of multipliers applied to this damage when applied to different targets.

Like all mech cluster buildings, mini-slugger turrets not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.

Mini-slugger turrets must be destroyed for the mech cluster to be defeated.

Analysis[edit]

It is not possible to out-range a mini-slugger turret, however just as a pawn's weapon accuracy decreases with distance so too does the turret's. As such, standing at max range behind cover with a sniper rifle is a valid strategy for dealing with any mech cluster turret.

Due to their medium damage and low armor penetration (approximately equal to a normal quality bolt-action rifle) single mini-slugger turrets are not much of a threat individually outside of scoring a lucky shot to a vital organ. Their presence can actually be an advantage if you don't care about what kind of loot you get: Due to their low HP its fairly trivial to knock them down below 50% of their HP which has a chance to trigger an explosion. If any of the light mechs the cluster has spawned are within the blast radius there is a fairly decent chance they will be downed instantly due to this, and if you were lucky enough for other mini-slugger turrets to be in the danger zone they will mostly likely explode as well, which has the potential to daisy-chain into fairly wide spread devastation.

If the resultant explosion needs to be avoided, such as for protecting unstable power cells, doing sufficient damage to take the HP of the turret from above 50% to destruction will prevent the explosion. Typically, this is done with frag grenades as they can destroy turrets in a single hit. Frag grenades have a forced miss radius of 1.9 tiles, which means directly targeting a turret may lead to a grenade landing anywhere in a radius around the target, potentially hitting nearby UPCs. If this is possible, aim the frag grenade throws slightly away from both the turret and the cell so that you destroy the turret with a grenade that flies off-target. Destroying turrets this way takes many attempted throws. Smoke launchers can again be used to give your colonists cover from the turrets while you work.

Graphs[edit]

True DPS over Range