// Combat · RimWorld Mod

Dedicated Turrets

For instance, how am I gonna stop some big mean Mother-Hubbard from tearin' me a structurally superfluous new behind?

For instance, how am I gonna stop some big mean Mother-Hubbard from tearin' me a structurally superfluous new behind? The answer? Use a gun. And if that don't work, use more gun.

Dedicated Turrets is a small security pack built around clear battlefield roles. It adds four specialised turrets. These turrets are designed to be specialised defensive tools rather than direct replacements for vanilla turrets. Each one is powerful in its role, but weaker outside it. All four turrets are unlocked through Dedicated Defence Systems, which requires Gun turrets and Microelectronics. Features
  • Adds four unique defensive turrets with custom graphics, menu icons, projectile visuals, and effects.
  • Adds the Dedicated Defence Systems research project to unlock the turrets.
  • Adds Sludger sludge filth and a custom Sludger hediff debuff.
  • Includes optional Better Architect Menu integration.
Turrets Atomiser A microwave-style heat weapon that locks onto a single target and ramps up the longer it keeps firing. It is balanced against vanilla defences by trading burst damage for sustained single-target pressure.
  • Damage: 4 burn damage per beam pulse, 14% armour penetration.
  • DPS: 8 DPS at stage 1, 13.33 DPS at stage 2, and 30 DPS at stage 3 against the same locked target.
  • Targets: single-target lock-on.
  • Range: 34.
  • Cooldown: 0.35 seconds.
  • Firing speed: 0.1 second warmup, then beam damage pulses every 30, 18, or 8 ticks depending on lock duration.
  • Scaling: damage per pulse stays at 4 burn; total damage output ramps because the beam pulses faster and draws wider while it holds the same target.
  • Strengths: excellent against one exposed target, especially if the target stays in line of sight.
  • Weaknesses: weaker against groups, target swapping, cover, and enemies that break line of sight.
Vaporiser A laser-beam weapon that burns anything along a straight firing path (this includes allies or enemies). It is balanced against vanilla defences around lane control rather than one strong projectile.
  • Damage: 3 burn damage per affected target, 10% armour penetration.
  • DPS: 22.5 DPS per affected target during its sustained beam burst.
  • Targets: no fixed target cap; affects valid targets caught along the beam path.
  • Range: 30.
  • Cooldown: 0.15 seconds during a sustained beam burst.
  • Firing speed: 0.15 second warmup, then a sustained 180-shot beam burst with 8 ticks between beam pulses.
  • Scaling: no damage falloff; each affected target in the beam path takes the same 3 burn damage per pulse.
  • Strengths: strong in corridors, doorways, killboxes, and clean firing lanes where multiple enemies can be caught in the beam.
  • Weaknesses: weaker in open fights, scattered raids, and situations where enemies approach from many angles.
Sludger A chemical adhesive weapon that coats enemies in viscous sludge. It is balanced against vanilla defences by giving up direct kill power entirely for movement denial and combat disruption.
  • Damage: 0 direct damage.
  • DPS: 0 direct DPS.
  • Targets: no fixed target cap; affects valid hostile pawns caught in the cone.
  • Range: 26.
  • Cooldown: 10 seconds.
  • Firing pattern: 1.2 second warmup, then one cone spray per shot.
  • Effect: applies the sludged debuff in a 48 degree cone. Sludge lasts up to 900 ticks, or about 15 in-game seconds, unless refreshed.
  • Debuff: sludged pawns have Move Speed x0.20, Shooting Accuracy x0.55, Melee Hit Chance x0.70, and Melee Dodge Chance x0.70.
  • Scaling: sludge is capped at full severity and refreshes duration instead of stacking stronger.
  • Strengths: excellent for slowing melee rushes, holding enemies in firing zones, and making dangerous pawns easier to kite or finish.
  • Weaknesses: cannot kill by itself, has a long cooldown, and needs other defences or pawns to take advantage of the control.
Zapper A tesla/taser-style weapon that chains electricity between nearby enemies. It is balanced against vanilla defences by trading raw damage for chain disruption and short stun windows.
  • Damage: 16 burn damage.
  • DPS: 3.2 single-target DPS, or up to 16 total group DPS if the full chain hits 5 enemies.
  • Targets: up to 5 targets total: 1 primary target plus 4 chain jumps.
  • Range: 24.
  • Cooldown: 5 seconds.
  • Firing pattern: 0.45 second warmup, then one electrical chain discharge per shot.
  • Effect: chains to up to 4 nearby enemies within 4.5 cells, with 50% base stun chance for 90 ticks and an extra 45 stun ticks against mechanoids.
  • Falloff: chain damage does not fall off, but stun chance drops by 10% per jump and chained stuns last 75% of the primary stun duration.
  • Strengths: useful against clustered enemies, fast movers, and mechanoids that can be interrupted by stun.
  • Weaknesses: lower single-target lethality than heavy vanilla turrets and less effective when enemies are spread out.
Requirements
  • RimWorld 1.6
  • No DLC required
  • No required third-party mods
Compatibility
  • Should work with most mods.
  • Uses XML defs plus a small C# assembly.
  • If Better Architect Menu is loaded, the included optional patch moves the turrets into its weapons category.
  • Load order should not usually matter, but Better Architect Menu should load before this mod if you use it.
Save Safety
  • Safe to add mid-save. Removal mid-save is not recommended.
Credits
  • Created by Clown.
  • RimWorld is owned by Ludeon Studios.
Licence
  • You may subscribe to, download, and use this mod for personal gameplay. You may share links to the official release page and make unofficial compatibility patches or translations as separate works, provided they clearly credit this mod and the mod author, and include a visible link to this official release page.
  • You may not reupload, redistribute, mirror, repost, sell, fork, continue, or republish this mod or its files without written permission. Do not use this mod's source code, DLLs, XML defs, textures, preview images, writing, names, or other original assets in another public mod or project without permission.
  • Steam Workshop collections and load-order guides are allowed if they link to this official page and do not redistribute the mod files.
  • This mod is fan-made content for RimWorld and is not official or endorsed by Ludeon Studios. Full licence terms are included in LICENCE.txt in the mod files.