The ADVENT Turret is an ADVENT enemy encountered in XCOM 2. It is a stationary defense weapon that is commonly found in ADVENT facilities on rooftops and defensive fortifications.
In combat, ADVENT Turrets are rather straightforward, being little more than a rifle on a swivel in design. This does transfer over to it's efficiency. The Turret is a Magnetic Gun which is low-powered, dealing damage Similar to a standard ADVENT Trooper. What's worse, the Turret is notoriously inaccurate, having a good chance to miss a target out of cover with a height advantage. Even when upgraded to Heavy and Superheavy Turrets, their aim is just below standard Troopers. Their attacks are advanced to deal damage similar to XCOM's Magnetic Rifle, and have the possibility to critically hit a target. However, It's lack of integrity allows it to be taken out in 2-3 hits by a Magnetic or Plasma Rifle. While this is something of a status quo for most ADVENT units, the Turret lacks the ability to take cover and move, making it very vulnerable. This, combined with it's lack of accuracy and power, make it one of ADVENT's least effective units.
| “ | Stay clear of those turrets, we're still not entirely sure if they're fully automated or remotely triggered. | ” |
–Shen | ||
Description[]
The ADVENT Turret is a robotic turret found mounted to ADVENT vehicles and facilities. It is primarily black and red colored, with a flashing electronic display along its barrel. The entire assembly is mounted on a circular, rotating mount. It is a stationary defense turret used to defend an area and to support ADVENT units. However, the unit is highly vulnerable to hacking by upgraded Gremlin drones; this allows XCOM to either temporarily shut it down or take control of the turrets and turn them on their ADVENT allies. Additionally; when successfully hacked during concealment the action does not reveal the XCOM operatives, and even if the operatives are later detected the turret isn't, potentially allowing the device to be ordered to spring a trap from an unexpected area. The weapon has a good degree of armor; reducing the impact of XCOM attacks and this armor along with the turrets health only grows stronger as ADVENT deploys more advanced versions of the turret. Said armor is vulnerable to shredding however.
The ADVENT Turret, like other ADVENT units, fires glowing red Gauss rounds from its barrel. It does comparable damage to an ADVENT magnetic rifle and due to its frequently elevated positions it may gain a bonus to its accuracy against a target, making it a very deadly Overwatch interceptor. Additionally, ADVENT Turrets can fire twice in one turn; while the AI sometimes does not do this, a hacked turret only uses one action point to fire. If Vipers are near a turret, a bound soldier counts as exposed and can still be targeted without harming the Viper; ADVENT Turrets can do up to 8 critical damage in this situation. ADVENT Turrets still regard Mind Controlled XCOM soldiers as enemy units and will fire on them if no better targets are available.
Advanced Versions[]
Turrets are upgraded to Heavy Turrets in mid-May (mid-June on Legend) and to Superheavy Turrets in mid-July (mid-September on Legend).
Note that in the Shen's Last Gift DLC, a specific variety of turrets appear: Decaying Turrets. These turrets are old, rusted, and appear heavily damaged. As a result, they only have 4 HP and a single armor point compared to the 2+ of a standard Turret. They may also pop up from floor panels.
Abilities[]
- Mechanized: This unit is immune to Bleeding, Burning, Dazed, Disoriented, Mind Control, Panic, Poisoned, Stunned, and Bleeding out/Unconscious.
- Double Tap: Allow both action to be used to fire the main weapon. Since the turret cannot move, it shoots twice per turn or can shoot once then enter Overwatch mode.
Tips[]
- As Mechanical Units, ADVENT Turrets are vulnerable to the Specialist's Haywire Protocol which allows the player to temporarily deactivate or take control of them. Their low Tech stat compared to other robots makes them particularly good hacking targets. A Specialist's Gremlin drone may remotely hack turrets.
- Haywire Protocol has Squadsight. Provided the Specialist has line of sight to the turret, a Ranger with Phantom can be placed within firing range of the turret to allow hacking from a safe distance.
- EMP weaponry such as EMP grenades and Bluescreen Rounds are devastating versus turrets, as with other robots.
- ADVENT Turrets are frequently located in elevated positions which can give them good fields of fire but leaves them exposed and easy to attack. Destroying the floor beneath a turret will instantly kill it.
Notes[]
- During Avenger Defense missions XCOM deploys their equivalent of ADVENT Turrets — XCOM Turrets — if Defense Matrix facility is built. XCOM Turrets have different stats. The number of deployed turrets is increased by upgrading the facility, whilr their stats are improved and they receive extra abilities (abilities — in WoTC only) by staffing an Engineer.
See Also[]
| XCOM 2 Enemies | |
|---|---|
| ADVENT | ADVENT Officer • ADVENT General • ADVENT MECs • ADVENT Purifier • ADVENT Priest • ADVENT Shieldbearer • ADVENT Stun Lancer • ADVENT Trooper • ADVENT Turret |
| Aliens | Andromedon • Archon • Avatar • Berserker • Chryssalid • Codex • Faceless • Gatekeeper • Muton • Sectoid • Sectopod • Spectre • Viper |
| Bosses | Archon King • Berserker Queen • Viper King • Julian • The Assassin • The Hunter • The Warlock |
| Other | Psi Zombie • The Lost |

