Turret

system shock 2 enemy turret

Enemy – Mechanical

Attributes: Medium Hit Points, low damage, fast attack speed, stationary
Weakness: Armour-piercing ammo, EMP damage, hacking
Common Loot:
Standard Bullets

Strategy: These mechanised sentries are one of the more common sights aboard the Von Braun, often set up to defend long hallways and larger rooms, usually positioned in ways to catch you off guard, or to force a head-on confrontation. The Turrets have a major weakness, however, and that is that they take a moment to fire on you as you come into view. This means that you’ll be able to duck behind a nearby corner and lean out to take pot shots, with armor-piercing ammo or EMP attacks. Alternately, Turrets can be hacked and brought to your own side, making them useful for clearing out respawning enemies; however, this option is more dangerous to you.

Turrets are a common sight around the Von Braun and the Rickenbacker. Put in place for defense, the re-wiring of the ship’s circuits by Xerxes has caused them to go against their “to serve and protect” mantra, instead opening fire on passers-by as they get near with their light machine guns. Turrets are mechanical, and thus resilient to most weapons fire and melee attacks, but have some weaknesses that render them less a threat as the game goes on. The first Turrets you’ll find are shortly after the game’s tutorial, on MedSci, and will continue appearing until the middle stages of the game, when stronger variants take over.
Three other variants of Turret exist, the Laser Turret, Missile Turret and Rickenbacker Turret. Please see their respective pages for more details.

Share this article:
Subscribe
Notify of
guest

0 Comments
Inline Feedbacks
View all comments