Difference between revisions of "Auto-Turret"

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(updated stats)
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| image    = Auto-Turret model.png
 
| image    = Auto-Turret model.png
 
| roles    = Stationary defense
 
| roles    = Stationary defense
| location = [[South Gate Station]]<br>[[Junkyard - Docks]]<br>[[GMS compound level 3]]<br>[[Depot A]]
+
| location = [[South Gate Station]]<br>[[Junkyard - Docks]]<br>[[GMS compound level 3]]<br>[[Depot A]]<br>[[Foundry bunker]]
 
| loot    = Ammunition, Scraps<br>Firearm Barrels (rarely)
 
| loot    = Ammunition, Scraps<br>Firearm Barrels (rarely)
 
| level    = 10
 
| level    = 10
 +
| health  = 230
 +
| abilities= True-sight
 
|
 
|
| abilities  = True-sight<br>Can reboot in [[Safe Mode]]
+
| damage    =
 
| range      = < 20
 
| range      = < 20
| health    = 230
 
 
| initiative = 13
 
| initiative = 13
 
| mechanical = 50% / 20
 
| mechanical = 50% / 20
 
| heat      = 80% / 50
 
| heat      = 80% / 50
 
| cold      = 90% / 100
 
| cold      = 90% / 100
 +
| electricity= 0% / 0
 
| acid      = 25% / 15
 
| acid      = 25% / 15
 +
| energy    = 0% / 0
 +
| bio        = immune
 
}}
 
}}
  
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Sufficient [[Skills#Hacking|hacking]] skill may yield opportunities to reprogram auto-turrets to attack the hacker's enemies or shut them down completely.
 
Sufficient [[Skills#Hacking|hacking]] skill may yield opportunities to reprogram auto-turrets to attack the hacker's enemies or shut them down completely.
  
* Since they have rather high damage threshold, weapons that deal large amounts of damage at once work best for destroying them.
+
* Heat and cold-based attacks should be avoided due to their good protection against extreme temperatures.
 
+
* Since they have rather high mechanical damage threshold, weapons that deal large amounts of damage with a single hit work best for destroying them.
* In combat, armor-piercing [[Ammo#W2C Rounds|W2C ammunition]] or EMP weaponry provides best results against auto-turrets.
+
* Armor-piercing [[Ammo#W2C Rounds|W2C ammunition]] or EMP weaponry provides best results in direct combat.
 
+
* Since they're stationary, a ranged combatant can safely take potshots at them, retreat behind a corner and repeat as necessary.
* Since they cannot move, a mobile character can safely take potshots at them, retreat behind a corner and repeat as necessary.
 
 
 
 
* It is possible to completely outrange auto-turrets with sniper rifles.
 
* It is possible to completely outrange auto-turrets with sniper rifles.
  

Revision as of 16:36, 23 June 2014

Auto-Turret

Default.png Default l.png
230

Auto-Turret.png

Automaton
Role Stationary defense
Location South Gate Station
Junkyard - Docks
GMS compound level 3
Depot A
Foundry bunker
Loot Ammunition, Scraps
Firearm Barrels (rarely)
Abilities True-sight
Combat Stats
Combat Stats Level: 10
Range: < 20
Initiative: 13
Resistances Mechanical: 50% / 20
Heat: 80% / 50
Cold: 90% / 100
Electricity: 0% / 0
Acid: 25% / 15
Energy: 0% / 0
Bio: immune

Description

Auto-Turrets are stationary defense guns that attack any threats within range according to their programming. They have true-sight, so stealth is useless against them.

Fighting tactics

Sufficient hacking skill may yield opportunities to reprogram auto-turrets to attack the hacker's enemies or shut them down completely.

  • Heat and cold-based attacks should be avoided due to their good protection against extreme temperatures.
  • Since they have rather high mechanical damage threshold, weapons that deal large amounts of damage with a single hit work best for destroying them.
  • Armor-piercing W2C ammunition or EMP weaponry provides best results in direct combat.
  • Since they're stationary, a ranged combatant can safely take potshots at them, retreat behind a corner and repeat as necessary.
  • It is possible to completely outrange auto-turrets with sniper rifles.