Difference between revisions of "Auto-Turret"
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{{Character Infobox | {{Character Infobox | ||
− | | name | + | | name = Auto-Turret |
− | | type = | + | | type = robot |
− | | image | + | | portrait = |
− | + | | background = | |
− | | roles | + | | level = 10 |
− | | location = [[South Gate Station]]<br>[[Junkyard - Docks]]<br>[[GMS compound level 3]]<br>[[Depot A]]<br>[[Foundry bunker]] | + | | health = 230 |
− | | loot | + | | image = Auto-Turret model.png |
− | + | | roles = Stationary defense | |
− | + | | location = [[South Gate Station]]<br/>[[Junkyard - Docks]]<br/>[[GMS compound level 3]]<br/>[[Depot A]]<br/>[[Foundry bunker]] | |
− | | abilities= True-sight | + | | loot = Ammunition, Scraps<br/>Firearm Barrels (rarely) |
+ | | abilities = True-sight | ||
| | | | ||
− | | damage | + | | damage = |
− | | range | + | | range = < 20 |
− | | initiative = 13 | + | | initiative = 13 |
| actionpoints = 50 | | actionpoints = 50 | ||
− | | mechanical = 50% / 20 | + | | mechanical = 50% / 20 |
− | | heat | + | | heat = 80% / 50 |
− | | cold | + | | cold = 90% / 100 |
− | | electricity= 0% / 0 | + | | electricity = 0% / 0 |
− | | acid | + | | acid = 25% / 15 |
− | | energy | + | | energy = 0% / 0 |
− | | bio | + | | bio = immune |
}} | }} | ||
Line 38: | Line 39: | ||
{{Enemies navbox}} | {{Enemies navbox}} | ||
− | [[Category: | + | [[Category:Automatons]] |
Revision as of 02:04, 21 December 2014
Auto-Turret | |||||||
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Automaton | |||||||
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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 | ||||||
|
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.