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Handbook Entry


Language - English


Page 1

Turret MK3

Long range energy-based defence. Must be powered by an adjacent Power Generator, Power Storage Block or via a Laser Power Transmitter.

The MK3 turret is substantially more power-efficient than previous tiers of turrets, and the usual limiting factor in a successful defence is placement and then power usage - not generally 'number of turrets'

Specifications

Range:72m
Damage Per Shot:3600
Power Per Shot:400
Max. Power Capacity:900
Max. Power Recharge Rate:512 per second
Reload Time:4 seconds

Language - English


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Missile Turret MK1

Fires single-use missiles at larger targets. Missiles should be stored in an adjacent Storage Hopper. Missile Turrets require Line-of-sight to their targets, and should be mounted to give the best field of fire.

Specifications

Minimum Range:64m
Maximum Range:512m
Missiles per Salvo:1
Reload Time:15 seconds
Damage (per missile):75k - 750k (Based on missile)

Empty Missile Assembler

Missile Fueller

Armour Piercing Warhead Fitter

Warhead Imbuer

CryoChilled Missile Assembler

Mephitic Missile Assembler

Language - English


Page 1

Turret MK2

Basic energy-based defence. Must be powered by an adjacent Power Generator, Power Storage Block or via a Laser Power Transmitter.

The MK2 turret is more power-efficient than the MK1. The the usual limiting factor in a successful defence is placement and then power usage - you are likely to need to upgrade these turrets with drops from the larger mobs.

Specifications

Range:20m
Damage Per Shot:96
Power Per Shot:32
Max. Power Capacity:192
Max. Power Recharge Rate:512 per second
Reload Time:0.4 seconds

Language - English


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T4 Energy Turret

These massive turrets are the highest-damaging energy-based weapon available, and are easily capable of taking down Heavy and Boss class enemies.

These are best paired with T4 PSBs. When a target is located, the Turret will start to charge from available power sources - once full, it will discharge the full stored energy onto the target.

Specifications

Damage:60,000/sec
Power Capacity:256,000
Maximum Range:64m

Language - English


Page 1

Missile Turret MK3

Fires single-use missiles at larger targets. Missiles should be stored in an adjacent Storage Hopper.

Specifications

Minimum Range:64m
Maximum Range:512m
Damage (per missile):50,000 (basic missile)
Missiles per Salvo:3
Reload Time:15 seconds

Language - English


Page 1

Turret MK1

Basic energy-based defence. Must be powered by an adjacent Power Generator, Power Storage Block or via a Laser Power Transmitter.

Turrets should be used to cover a number of critical parts of your base. As well as the CPH, you will want to defend any exposed Power Storage Block, Ore Extractor, and if you're on a hard enough difficulty, any power-using machine.

Hint : It's far better to place a turret down near all your mining operations, than to hope you've find a sneaky way to confound the natural threats of this planet.

Specifications

Range:16m
Damage Per Shot:50
Power Per Shot:40
Max. Power Capacity:100
Max. Power Recharge Rate:512 per second
Reload Time:1 second

Language - English


Page 1

Missile Turret MK4

Fires single-use missiles at larger targets. Missiles should be stored in an adjacent Storage Hopper.

Specifications

Minimum Range:64m
Maximum Range:512m
Damage (per missile):50,000 (basic missile)
Missiles per Salvo:4
Reload Time:15 seconds

Language - English


Page 1

Missile Turret MK2

Fires single-use missiles at larger targets. Missiles should be stored in an adjacent Storage Hopper.

Specifications

Minimum Range:64m
Maximum Range:512m
Damage (per missile):50,000 (basic missile)
Missiles per Salvo:2
Reload Time:15 seconds

Language - English


Page 1

ARTHER Turret

A long range power efficient turret with the downside that it must be operated by ARTHER. To use, highlight the turret and press the interact key (default 'E') to dock ARTHER to the turret.

The turret can either be powered externally or using ARTHER's power reserves. If the turret is powered externally ARTHER will receive sufficient charge to remain there indefinitely. If ARTHER runs out of power he will undock and return to the user.

Specifications

Range:64m
Damage Per Shot:33
Power Per Shot:5
Max. Power Capacity:150
Reload Time:10 seconds
Crew:1 (ARTHER)