A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire.
- 1 ˣ 1
- pass through only
- Cover Effectiveness
- Terrain Affordance
- -80 W
- 12 dmg
- Armor penetration
- 288 ticks (4.8 secs)
- 28.9 tile(s)
- 77% - 70% - 45% - 24%
- Avg. accuracy
- 70 (m/s)
- Burst Count
- 2 (per burst)
- Burst Ticks
- 8 ticks (0.13 secs)
(450 RPM )
- 4.86 (2.63)
- Stopping power
- Required Research
- Gun turrets
- Skill Required
- Construction 5
- Work To Make
- 1,800 ticks (30 secs)
- Stuff Tags
The mini-turret is a stationary defense mechanism which fires at incoming enemies.
Mini-turrets can be constructed once the Gun turrets research project has been completed. They require 30 Stuff (Metallic), 70 Steel, 3 Components, 1,800 ticks (30 secs) of work, and a Construction skill of 5.
Alternatively, turrets can be uninstalled and looted from various world sites.
The mini-turret uses the mini-turret gun weapon. In addition to the weapon's accuracy, the turret itself has a per-tile shooting accuracy of 96% or equivalent to a Shooting skill of 8. It fires a 2-round burst, with no need for warmup, but with a slow 4.8 second cooldown. It has a maximum range of 28.9 tiles.
After firing 60 rounds, it needs to be reloaded with 80 steel by a hauler. This can be adjusted in the storyteller settings, but all default difficulty settings do not alter this.
Mini-turrets do benefit from cover, following the usual rules of adjacency and angle. The long standing bug regarding this mechanic has since been resolved as confirmed through empirical testing.
Like all turrets, they cannot target enemies through blind smoke 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.
Mini-turrets have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for 240 ticks (4 secs) before exploding, dealing 50 Bomb damage in a 5.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied 8x against walls, 4x against other impassable structures and plants, and 2x against passable buildings. All nearby raiders will attempt to move out of the blast radius before detonation.
A single turret isn't much firepower. Each mini-turret is roughly equal to a good short bow or normal recurve bow shot with 8 Shooting skill. Even when massed up, turrets are unlikely to handle raids on their own. But they can be useful.
- In large numbers, turrets do add up. A group of turrets, when combined with colonists, can make a meaningful difference.
- Mini-turrets are great as decoys. If a turret is closer to an enemy, enemies will often target it over your colonists. It's better for a doomsday rocket launcher to hit a turret than a colonist. Turning a turret's power off (such as with a power switch) will prevent manhunters from attacking them.
- Turrets can also be used as explosive bait. While IED traps are generally more efficient, a turret that happens to explode will severely damage any enemy in melee range.
Killbox structures are natural fits for turrets. Killboxes funnel enemies into 1 place, allowing you to take full advantage of your turrets' firepower. In a killbox or not, you'll want to place turrets at least 4 tiles apart. Otherwise, a single explosion can cause a chain reaction, and destroy all your mini-turrets.
Enemies that are unusually clever, as well as sappers in general, will try and avoid a turret's line of sight. While this might seem like a bad thing, a lategame colony can place mini-turrets where you don't want sappers or breachers to go. Even if your main killbox uses turrets, you can place another, turret-less killbox near your colonist's bedrooms in order to lure sappers in.
- You should expect turrets to be frequently replaced.
- Steel is the most viable option early-game, but steel turrets aren't durable and won't survive sustained firepower.
- The most effective material is plasteel. It has the most HP, is non-flammable, is somewhat easier than uranium to obtain mid-late game, and saves steel for other purposes. If plasteel is in high demand, then uranium is a good substitute.
|Material||Stuff cost||Beauty||Work to Build||HP||Flammability||Market Value|
|Golden Mini-turret||300||0||ticks (27 secs)1,620||60||28%||3,235|
|Plasteel Mini-turret||30||-20||ticks (1.1 mins)3,960||280||0%||515|
|Silver Mini-turret||300||-14||ticks (30 secs)1,800||70||28%||535|
|Steel Mini-turret||30||-20||ticks (30 secs)1,800||100||28%||290|
|Uranium Mini-turret||30||-20||ticks (57 secs)3,420||250||0%||420|
Assuming Normal quality, for the effect of other qualities, see Quality.
|True DPS over Range|
- 0.2.363 - Made turret look and sound weak to match its functionality.
- Alpha 3 - Auto-turret renamed to Improvised Turret.
- Beta 19 - renamed from Improvised turret to mini-turret. Power decreased from 350W and costed decreased, but now requires barrel changes.
- 1.1 - it was nerfed to fire a 2-round burst, down from 3.
- 1.1.2569 - Range increased from 25 to 29.
- 1.1.2618 - Reload cost was doubled and the fuel capacity was halved, while the damage was increased to 11 from 10.
- 1.3.3200 - Damage increased from 11 to 12. Accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24. Turret ammo cost is no longer factored by difficulty (previously: Adventure Story and below reduced cost).
- Between 1.3.3117 and 1.4.3580 - Turrets now properly benefit from cover. Despite displaying in the mouse-over box as such, empirical testing demonstrated that mini-turrets did not benefit at all.