Mobile Turrets of War

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Author: Mantastic

Last revision: 1 Feb at 19:36 UTC (1)

File size: 307.9 KB

On Steam Workshop

Description:
Ever wish you could have some better variety with your mobile turrets? Now you can!

Guardians DLC and SAD_CommonLib mod required!

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This mod will allow you to deploy improved/varied types of mobile turrets to assist with your base’s defenses.

Note, however, that this comes at a cost. These require additional research with additional prerequisites, and (sometimes significantly) higher costs to build and repair.

These new robots are available under the existing Mobile Turrets menu under Defense.

There are also two new research items. One allows you to unlock the otherwise inaccessible 1.0 vanilla Mobile Missile Turret, and the other allows you unlock Mobile Turrets on scenarios where they don’t spawn so they can be used all of them.

If you have any suggestions or feedback on bugs, balance, or additions, please post them in the comments!

All Turrets:
  • 20% resistance against blunt and piercing damage. Immune to gas and pacify. No resistance to energy.
  • Self-repairs at 5 integrity per hour.
  • Prerequisites – Mobile Turret Research, at least one colonist with Construction 10 and/or Intellectual 8 skill.

Laser Turret 2.0:
  • Increased range at 50m instead of 35m.
  • Increased damage against robots at 35 instead of 20 per tick
  • Increased damage against creatures at 8 instead of 5 per tick.
  • 750 HP

Missile Turret 2.0:
  • Range increased significantly from 25m to 70m, but minimum range increased from 15m to 20m
  • AoE effect range doubled from 2m to 4m.
  • Damage doubled from 30 to 60.
  • Slower fire (every 12 seconds instead of 10)
  • Will cause friendly fire damage if your colonists are in it’s AoE damage zone.
  • 250 HP

Machine Gun Turret 2.0:
  • Range increased from 25m to 40m
  • Fires rapid bullets like an actual machine gun. 2 damage per bullet against robots, 4 against organics.
  • 750 HP

Pulse Cannon
  • Fires a powerful pulse rifle type shotgun blast at 30m.
  • Cannot attack within 7m due to the large size of it’s cannon
  • Increased damage of 40 to robot and organic enemies.
  • Additional Prerequisite – Pulse Rifle 2.0 Research
  • 500 HP

Sniper Cannon
  • Fires two shots. 100 damage per shot to both organics and robots. Fires once every 8 seconds.
  • Knocks down target.
  • 70m range, 10m minimum range
  • Additional Prerequisite – Sniper Rifle 2.0 Research
  • 250 HP

Flak Cannon
  • Slightly more range than a regular flak turret at 40m instead of 35m. 2m minimum range.
  • 30 damage per shot to robots. 50 to organics. Fires once every 6 seconds.
  • 5m AoE range with 1 second DoT timer.
  • Knocks down target.
  • Additional Prerequisite – Flak turret Research
  • 400 HP

To Do:
  • Bug/balance fixes if needed, but none known currently.
  • This mod is otherwise complete.


Version: 1.12-024

Download
Required DLC:

These DLC should be installed in order to use this item.


Stranded: Alien Dawn - Robots and Guardians
Required items:

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SAD_CommonLibSteam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.