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mainframe_devices:turret [2020/06/30 21:47] – andrew | mainframe_devices:turret [2020/07/25 18:48] (current) – andrew |
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[{{ turret_disabled.png?168|The Turret has been disabled by hacking its Power Supply.}}] | [{{ turret_disabled.png?168|The Turret has been disabled by hacking its Power Supply.}}] |
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**Turrets** are [[:mainframe devices]] which occur in [[:corporations:K&O]] facilities at [[:mission difficulty#mission difficulty 2]] and greater. | **Turrets** are [[:security measures]] which occur in [[:corporations:K&O]] facilities at [[:mission difficulty]] 2 and higher. They are automated weapons which can [[:guard behaviour#overwatch]] and shoot [[:agents:]] in the Turret's [[:vision]], dealing [[:lethal damage]]. |
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Turrets have [[:vision]] in a 90 degree cone, and no [[:vision#peripheral vision]]. It will [[:guard_behaviour#overwatch]] when an [[:agent]], a rescued [[:prisoner]], or [[:courier]] enters its [[:vision]] cone. Once a turret is [[:guard_behaviour#overwatch|overwatching]], any action that would cause a [[:guard]] to shoot while in its [[:vision]], including by other [[:agents]] than the originally spotted agent, will cause the turret to shoot, dealing [[:lethal damage]] to its target. Unlike [[:guards]], the turret will not [[:guard_behaviour#tracking|track]] its target, allowing escape by simply moving out of its [[:vision]] cone, but when it shoots it will turn to most directly face its victim. | Turrets are [[:mainframe devices:]]; each Turret is powered by a [[Power Supply]] on an adjacent tile, which can be hacked to deactivate or reactivate the Turret. If the Turret itself [[#hacked turrets|is hacked]], it becomes controlled by the agency and can shoot [[:guards:]]. The Power Supply connected to a Turret is never connected to another device. |
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Turrets provide [[:cover#soft cover]], but do not give you [[:cover#soft cover]] against their own vision. | Turrets have a [[:vision]] range of 8 tiles, in a 90° arc; they do not have [[:vision#peripheral vision]]. While a Turret is active and controlled by the enemy, when an [[:agent]] or a rescued [[:Courier]] or [[:Prisoner]] enters the Turret's vision, the Turret will [[:guard_behaviour#overwatch]] them, and then shoot if the target remains in the Turret's vision at the start of the enemy turn, or if the target (or a different target) moves within the Turret's vision. Unlike guards, turrets do not [[:guard behaviour#tracking|track]] their targets while on overwatch, if a target steps out of the Turret's vision then the Turret does not shoot, even if it would otherwise be able to turn to see the target. However, when a Turret does shoot, it does turn to most directly face the target, and may then overwatch another target after shooting. |
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Turrets will always be adjacent to a [[:mainframe devices:power supply]] tied directly to it. Both a turret and its associated [[:mainframe devices:power supply]] can be [[:firewalls|hacked]] using [[:Incognita]]. If the [[:mainframe devices:power supply]] is [[:firewalls|hacked]], the attached turret can be turned on and off in [[:incognita#Incognita view]]. A [[:mainframe devices:power supply]] next to a turret will always just affect the turret; it will never be wired to anything else. If the turret itself is [[:firewalls|hacked]], it will provide its [[:vision]] to the agency and shoot [[:guards]] when turned on. | Turrets provide [[:cover#soft cover]], allowing agents to hide on adjacent tiles. (Of course, a unit right in front of a Turret is not in cover from the Turret itself.) Turrets can be destroyed using [[:lethal damage|lethal]] [[:weapons:]], permanently disabling them; there is no [[:cleanup cost]] associated with destroying a Turret. |
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Turrets can be shot by both [[:agents]] and [[:guards]] with lethal [[:weapons]], permanently disabling them. | The number of Turrets found in a K&O facility depends on the [[:mission difficulty#corporation-specific security measures|mission difficulty]]; generally, higher-difficulty K&O missions have more Turrets. |
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| ===== Hacked Turrets ===== |
| > //This turret's been compromised!// \\ ---[[:Guard]] |
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| When a Turret is [[:firewalls|hacked]], if it has not also been deactivated by hacking its [[Power Supply]], then it gives [[:vision]] to the agency, and overwatches and shoots [[:guards]]. |
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| When a guard moves in a hacked Turret's vision, the Turret goes on overwatch, and the guard stops moving for that turn. - this will usually result in the [[:guard]] not being shot this turn, with a few exceptions. However, the [[:guard]] is likely to be shot next turn when he tries to move unless the turret is turned off, or something else gets shot first. Once a turret has shot a [[:guard]], it will be identified as a traitor for as long as it is turned on and remains in agency control. If a traitorous turret is seen by a [[:guard]], they will [[:guard_behaviour#overwatch]] it and become [[:guard_behaviour#alerted]]; if they do so, they will always shoot it before it shoots them. The turret can be turned off to prevent it from being shot in this case. |
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When a turret shoots, it creates a [[:noise]] in a range of 8 tiles, causing nearby guards to [[:guard_behaviour#investigating|investigate]]. This can trigger [[:mainframe devices:sound bugs]] in range (though this situation can only happen in [[:missions:Vault]] missions). A turret can shoot only once per turn, and has 2 bullets - it will continue to overwatch after it has used up its bullets, but it cannot shoot. A turret's bullets have [[:armor]] piercing 2. | When a turret shoots, it creates a [[:noise]] in a range of 8 tiles, causing nearby guards to [[:guard_behaviour#investigating|investigate]]. This can trigger [[:mainframe devices:sound bugs]] in range (though this situation can only happen in [[:missions:Vault]] missions). A turret can shoot only once per turn, and has 2 bullets - it will continue to overwatch after it has used up its bullets, but it cannot shoot. A turret's bullets have [[:armor]] piercing 2. |
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When a turret overwatches a [[:guard]], that guard will stop moving for that turn - this will usually result in the [[:guard]] not being shot this turn, with a few exceptions. However, the [[:guard]] is likely to be shot next turn when he tries to move unless the turret is turned off, or something else gets shot first. Once a turret has shot a [[:guard]], it will be identified as a traitor for as long as it is turned on and remains in agency control. If a traitorous turret is seen by a [[:guard]], they will [[:guard_behaviour#overwatch]] it and become [[:guard_behaviour#alerted]]; if they do so, they will always shoot it before it shoots them. The turret can be turned off to prevent it from being shot in this case. | |
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===== Strategy ===== | ===== Strategy ===== |