Difference between revisions of "Turret pack"
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The colonist can spend the turret pack to throw the turret (with a wind-up time of 1 second, scaled by [[aiming time]]) up to 22.9 tiles away. The turret pack itself disappears after use; there's no reloading, only making new ones. | The colonist can spend the turret pack to throw the turret (with a wind-up time of 1 second, scaled by [[aiming time]]) up to 22.9 tiles away. The turret pack itself disappears after use; there's no reloading, only making new ones. | ||
Revision as of 02:56, 16 May 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Turret pack
A wearable pack that allows the user to deploy a battery-powered turret. The pack contains a propulsion device, letting the user launch the turret a short distance. These turrets are effective for flanking and distracting enemies. However, the turret's limited AI can't be directly controlled, so it can cause friendly fire incidents. The turret battery lasts for several hours.
Base Stats
- Tech Level
- Industrial
- Mass
- 3 kg
- Flammability
- 60%
Apparel
- Coverage
- Waist
- Layer
- Belt
Creation
- Work To Make
- 10,000 ticks (2.78 mins)
- Work Speed Stat
- General Labor Speed
- defName
- Apparel_PackTurret
- thingCategories
- ApparelUtility
- tradeTags
- Clothing
The turret pack is a single-use accessory added by Anomaly DLC. It allows the user to deploy a small, short lived turret to fight your enemies.
Acquisition
Turret packs can be crafted at a machining table once the turret pack research project has been completed. Each requires 70 Steel, 2 Components and 10,000 ticks (2.78 mins) of work modified by the general labor speed of the crafter.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Solar flares, emp, emi dynamos. |
The colonist can spend the turret pack to throw the turret (with a wind-up time of 1 second, scaled by aiming time) up to 22.9 tiles away. The turret pack itself disappears after use; there's no reloading, only making new ones.
The "tactical turret" thrown is like a shorter-range steel mini-turret: same 100 hp, same weapon stats (bursts of 2 shots each dealing 12 damage with cooldown 4.8 seconds; same accuracy profile, armor piercing, stopping power, etc.) except that the range is 20 instead of 29. It's powered by a battery that lasts 5 hours (whether it's shooting or not). Its flammability (70%) is actually higher than a steel mini-turret (28%). Like other turrets, when it goes below 20% hp, it has a chance to explode.
The turret benefits from cover; take that into account when placing it.
The turret can be deconstructed for 20 steel (including after its battery runs out). If destroyed, it leaves 10 steel.
Pawns that are incapable of violence can wear the turret pack but can't use it.
Analysis
The thrown turret deals damage at the same rate as a mini-turret, which is not very quickly. In most circumstances, its value comes mainly from how it attracts enemy attention:
- When fighting in the field, every 100 damage the enemy spends destroying a thrown turret is 100 damage that didn't hit your colonists—modulo considerations like armor and positioning. Place the turrets where enemies will likely attack them first while you do your shooting; ideally put them in cover so they last longer, ideally outside your own line of fire.
- You might get an enemy to spend their doomsday or triple rocket launchers blowing up a turret. Make sure you're outside the blast radius.
- Throwing the turret into the middle of enemy lines might cause some disruption, especially if it explodes.
- The turret may distract a powerful threat long enough to let an unlucky colonist flee to safety.
Graphs
This page has been suggested for recoding. Reason: Verify tactical turret shooting accuracy is 96%. You can help RimWorld Wiki by improving it. |
True DPS over Range |
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Version history
- Anomaly DLC Release - Added.