Editing Turret pack

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== Summary ==
 
== Summary ==
{{Stub|section=1|reason =Solar flares, emp, emi dynamos}}
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Maybe integrate into infobox
The colonist can spend the turret pack to throw the turret (with a wind-up time of 1 second, scaled by [[aiming time]]) up to 22.9 tiles away.  The turret pack itself disappears after use; there's no reloading, only making new ones.
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<warmupTime>1.0</warmupTime>
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        <range>22.9</range>
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can be worn but can't be used by pawns [[incapable]] of violence.
  
The "tactical turret" thrown is like a shorter-range steel [[mini-turret]]: same 100 hp, same weapon stats (bursts of 2 shots each dealing 12 damage with cooldown 4.8 seconds; same accuracy profile, armor piercing, stopping power, etc.) except that the range is 20 instead of 29.  It's powered by a battery that lasts 5 hours (whether it's shooting or not).  Its flammability (70%) is actually higher than a steel mini-turret (28%).  Like other turrets, when it goes below 20% hp, it has a chance to explode.
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Can be used only once. Cannot be reloaded, utility item is lost after use. After deconstruct, it leaves 20 steel.
 
 
The turret benefits from [[cover]]; take that into account when placing it.
 
 
 
The turret can be deconstructed for 20 steel (including after its battery runs out). If destroyed, it leaves 10 steel.
 
 
 
Pawns that are [[incapable]] of violence can wear the turret pack but can't use it.
 
  
 
== Analysis ==
 
== Analysis ==
The thrown turret deals damage at the same rate as a [[mini-turret]], which is not very quickly.  In most circumstances, its value comes mainly from how it attracts enemy attention:
 
* When fighting in the field, every 100 damage the enemy spends destroying a thrown turret is 100 damage that didn't hit your colonists—modulo considerations like armor and positioning.  Place the turrets where enemies will likely attack them first while you do your shooting; ideally put them in [[cover]] so they last longer, ideally outside your own line of fire.
 
* You might get an enemy to spend their [[doomsday rocket launcher|doomsday]] or [[triple rocket launcher|triple]] rocket launchers blowing up a turret.  Make sure you're outside the blast radius.
 
* Throwing the turret into the middle of enemy lines might cause some disruption, especially if it explodes.
 
* The turret may distract a powerful threat long enough to let an unlucky colonist flee to safety.
 
  
 
== Graphs ==
 
== Graphs ==

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