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Warehouse.png Turret1 l.png


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
Immune to burning
Immune to freeze
Combat Stats
Combat Stats Level: 10
Damage: 16-33
Range: 8 (sight) 10 (7) (attack/optimal)
Action Points: 50
Initiative: 10
Base Abilities Strength: 10
Dexterity: 4
Agility: 1
Constitution: 10
Perception: 10
Will: 1
Intelligence: 5
Resistances Mechanical: 50% / 20
Heat: 80% / 50
Cold: 90% / 100
Electricity: 0% / 0
Acid: 25% / 15
Energy: 0% / 0
Bio: 100%


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, assault rifles and crossbows.


  • 1.0.3
    • Turrets are no longer immune to immobilization, which makes them susceptible to acidic entanglement
    • Turrets will now drop aggro faster
    • Changed Auto-Turret attack range (optimal) from 12 (9) to 10 (7)