Current game stage: 1
|Group||Science, Tools/Traps, Ammo/Weapons|
|Type||Ranged Weapon, Placeable Weapon|
|Power Attack Entity Damage|
|Power Attack Block Damage|
|Explosion Range Entities|
|Explosion Range Blocks|
|Attacks per Minute|
|Rounds per Minute|
|Ammo Type||Robotic Turret Ammo|
|Power Attack Stamina Usage|
|Damage Multiplier: Earth|
|Damage Multiplier: Metal|
|Damage Multiplier: Stone|
|Damage Multiplier: Wood|
|Durability (Min Quality)|
|Durability (Max Quality)|
|Degradation per Use|
|Butcher Damage Multiplier|
|Butcher Resource Multiplier|
|Vehicle Sprint Speed|
|Stamina Regen Reduction|
|Effect on Fullness|
|Effect on Hydration|
|Effect on Stamina|
|Effect on Health|
|Effect on Max Health|
|Buff Chance (%)|
|Dysentery Chance (%)|
|Electrical Power Required|
|Time to grow|
Description[edit | edit source]
The Robotic Turret is the simplest form of a turret that can be used automatically or manually for defense. It can only be reloaded by hand. The Robotic Turret is only active when the owner moves within range of the turret.
The perk Robotics Inventor, one of the Intellect skills, can be upgraded to improve the use of the Robotic Turret.
Crafting[edit | edit source]
|Level||Robotics Parts||Forged Iron||Duct Tape||Scrap Polymers||Spring|
Ammo[edit | edit source]
Manual Mode[edit | edit source]
The Robotic Turret can be used manually like other weapons by firing with the left mouse button.
Sentry Mode[edit | edit source]
Placing the turret for automatic defense mode is accomplished by right-clicking to activate placement mode. Once the user has decided the placement location and angle, right-clicking again will place the turret. The turret will turn green when placement is available, or red if it cannot be placed in that location. Picking up the turret back up is done with the "e" key. The turret must be picked back up by the user to re-load it. The turret will only actively defend while the user is nearby, without the owning player nearby it will temporarily turn off until the player returns. Typically, only one turret can be actively defending for a given player. If turrets are placed far enough apart from each other, they will switch activity based on which one the user is closer to, regardless of which one has targets.
Assuming the player is within range of both turrets, if one runs out of ammunition the other will then activate.
Achieving level 5 of the perk Robotics Inventor will allow a player to have two active turrets at a time.
Compatible Mods[edit source]
|Barrel Extender Mod||
Increases damage, range and aimed accuracy at the cost of stability when fired from the hip.
|Cripple Em Mod||
20% chance to cripple a leg on a bipedal target.
|Drum Magazine Mod||
Doubles magazine capacity but increases reload time by 25%.
|Fore Grip Mod||
Improves handling and accuracy when firing from the hip or moving.
|Magazine Extender Mod||
Increases magazine capacity by 50%.
|Muzzle Brake Mod||
|Rad Remover Mod||
Disables regeneration ability of radiated zombies for approximately 90 seconds. (Radiated zombies regenerate ~100hp/30 seconds and have 300+ hp.)
Tightens projectile spread to increase potential damage at short range.
Modifies projectile spread to a horizontal pattern instead of the normal round one.
|The Hunter Mod||
+100% damage to living beings.
|Trigger Group: Burst Mod||
Modified the trigger group to fire 3-round bursts. The mod does not force a 3-round burst; rather, to activate the burst, the fire button must be held down until complete. This allows a choice between semi- and burst-fire.
|Trigger Group: Full Auto Mod||
Modified the trigger group to fire full auto only.
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