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'''Turrets''' are automatic defenses that fire at enemies within range. They require [[power]] to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty.
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{{DISPLAYTITLE:Improvised Turret}}
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===== '''[[Improvised Turret]]''' =====
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'''Improvised turrets''' are rudimentary defenses that can be build from the start of the game.
  
There are six constructable varieties:
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{| {{STDT| c_06 text-center}}
* [[Mini-turret]] - weak and short ranged but small and cheap. Uses the [[mini-turret gun]]. Also found defending [[faction base]]s.
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! Name !! Build Time !! Metal Cost !! Power Usage !! Flammable !! Beauty !! Has Gun !! Range !! Accuracy !! HP !! Speed !! Damage !! Fire Rate !! Time between shots !! Spin up time !!
* [[Autocannon turret]] - powerful and fast firing with a medium range and cost. Uses the [[autocannon]].
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|-
* [[Uranium slug turret]] - slow firing and costly but with very high damage, range and accuracy. Uses the [[uranium slug cannon]].
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! [[Auto-turret|Auto-turret]]
* [[Foam turret]] - an unmanned but pawn-activated turret that automatically targets and fires [[firefoam]] at any fires in range.
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| 1000 || | 160 || | 350 || | 100% || | Ugly || | [[L-15 LMG]] || | 25.9 || | 3 || | 140 || | 70 || | 7 || | 3 || | 8 ticks || | 180 Ticks ||
* [[Rocketswarm launcher]] - an unmanned but pawn-activated turret that fires a barrage of 12 rockets at a player designated point in range.
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|}
* [[Mortar]] - a manned turret-like structure that requires no power and fires explosive [[mortar shell]] that must be crafted, bought, or scavenged. Powerful with a map wide range that ignores LoS, but inaccurate and slow.
 
* [[Turret pack]]{{AnomalyIcon}} - a [[utility]] slot item that be deployed into a small turret similar to a mini-turret, but with a limited, self-contained power supply.
 
  
Additionally, there are also:
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Improvised turrets can be build to defend your colony, they will automatically target human entities. Turrets will ''NOT'' acquire animal targets, even if they have gone crazy.  
* [[Auto inferno turret]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. Uses a turret specific variant of the [[Inferno cannon (Turret)|inferno cannon]].
 
* [[Auto charge turret ]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. Uses the [[light charge blaster]].
 
* [[Mini-slugger turret]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. Uses the [[mini-slugger]].
 
* [[Auto mortar]] {{RoyaltyIcon}} - defends [[Mechanoid cluster]]s. Always hostile, never needs rearming. Fires a projectile like the mortar but is otherwise more similar to the other mechanoid turrets.
 
  
{{nav|security|wide}}
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== Turret goes critical ==
{{disambiguation}}
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Upon taking lethal damage, turrets will explode (doing damage) and destroying most objects around. The explosion radius is three units. This explosion will instantly destroy any sandbag in the vicinity.
[[Category:Security|#Turret]]
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[[File:Splosion_Radius.png]]
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===A note on explosion damage===
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The explosion is not pretty, it can destroy a good game quick.
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I set up a little experiment, to test the damage and explosion radius.
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Building up an 11x11 square of sandbags, with a turret in the center, I placed 4 colonists around the turret and had them shoot the turret. This allowed me to get a look at the explosion radius, and damage of the explosion.
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▩ = [[Sandbags]]
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▣ = Turret
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◍ = [[Colonist]] aka "Scientists" ̈(test subjects)
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<pre>
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&#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641;
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</pre>
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The end result was it did and average of 75 damage to each of the four shooters.
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This isn't an exact science. Suffice to say, if your in the middle of a firefight and one goes off, you may lose anyone within range.
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So be careful
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