Difference between revisions of "Auto-Turret"
		
		
		
		
		
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| m | m | ||
| Line 8: | Line 8: | ||
| | | | | ||
| | abilities     = True-sight<br>Can reboot in [[Safe Mode]] | | abilities     = True-sight<br>Can reboot in [[Safe Mode]] | ||
| − | | range         = <20 | + | | range         = < 20 | 
| + | | health        = 230 | ||
| | mechanical    = high | | mechanical    = high | ||
| | heat          = high | | heat          = high | ||
Revision as of 22:39, 11 August 2013
| Auto-Turret | |||||||
|  | |||||||
| Critter | |||||||
|---|---|---|---|---|---|---|---|
| Role | Stationary defense | ||||||
| Location | South Gate Station Junkyard - Docks GMS compound level 3 Depot A | ||||||
| Loot | Ammunition, Scraps Firearm Barrels (rarely) | ||||||
| Abilities | True-sight Can reboot in Safe Mode | ||||||
| 
 | |||||||
Description
Auto-Turrets are stationary defense guns that attack any threats within range according to their programming.
Fighting tactics
Sufficient hacking skill may yield opportunities to reprogram auto-turrets to attack the hacker's enemies or shut them down completely.
In combat, armor-piercing W2C ammunition or EMP weaponry provides best results against auto-turrets.
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.


