Autocannon turret

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Autocannon turret

Autocannon turret

"A heavy automatic turret. Its large-caliber shells do heavy damage over significant ranges, but its barrel must be refurbished after use. It cannot fire at close-up targets, and may explode when damaged."

Base Stats

Market Value
1270 Silver.png [Note]
100 kg
2 ˣ 2
Cover Effectiveness

Ranged Combat

25 dmg
Armor penetration
210 ticks (3.5 secs)
32.9 tile(s)
Minimum Range
8.9 tiles
25% - 65% - 60% - 45%
Avg. accuracy
88 (m/s)
Burst Count
3 (per burst)
Burst Ticks
17 ticks (0.28 secs)
(211.76 RPM)
18.44 (9.65)
Stopping power


Required Research
Autocannon turret
Skill Required
Construction 6
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel.png 350 + Plasteel.png 40 + Component.png 6
Deconstruct yield
Steel.png 175 + Plasteel.png 20 + Component.png 3

The autocannon turret is a defense structure that fires a burst of medium-damage shells. It has a maximum range of 32.9 tiles, but a per-tile accuracy of only 96% and cannot hit enemies within an 8.9 tile radius. Despite its damage, the autocannon's stopping power is almost non-existent, not even being able to stagger humans - the same is also true for the uranium slug turret.

Since autocannons are large 2x2 structures, ranged attacks are twice as accurate against them.

It is built with Steel.png 350 Steel, Plasteel.png 40 Plasteel, Component.png 6 Component and takes 15,000 ticks (4.17 mins) to build.

After firing 90 rounds it requires a barrel change to be performed by a hauler, costing:

  • 90 steel in Peaceful and Base Builder difficulty
  • 135 steel in Medium difficulty
  • 180 steel in Rough difficulty and above

Autocannon turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.

Radius of autocannon turret explosion. Note the slight offset from the 'true' center of the turret.


It can be useful in killboxes where it is more likely to hit, by bringing enemies closer together and putting them in range, but otherwise its use is not cost-effective in an open field as its low accuracy makes it unlikely to land shots at range, and it costs quite some steel for each shot.

Due to their damage output, autocannons can be effective at mowing down lancers when grouped, provided you can lure them within its effective range, otherwise the autocannons will have trouble hitting them. Autocannons are also somewhat effective at dishing out damage against large targets such as centipedes since the accuracy bonus from their body size significantly offsets the autocannon's lower accuracy, though centipede weapons can make relatively short work of autocannons too.

Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom).
Green is 80 - 100% of peak accuracy, blue is 50 - 80% of peak accuracy, red is below 50% of peak accuracy and grey is outside range. Gold tiles are spaced every 5 tiles. Values from 1.0.

Cover bug

As of version 1.3.3117, despite displaying in the mouse-over box as benefiting from cover, empirical testing demonstrates that this is false and autocannon turrets do not benefit from cover at all.


True DPS over Range

Version history

  • Beta 19/1.0 - added.
  • 1.1 - its damage and armor penetration was halved (40 -> 20, 60% -> 30%), and the reload cost was increased (120 -> 180 baseline).
  • 1.1.2618 - damage and armor penetration was increased (20 -> 25, 30% -> 37.5%).