Auto Turrets and SAM Sites: Automated Base Defense
Automated defenses can't replace a real defender, but they add a real layer of risk for anyone approaching your base uninvited.
Auto Turrets and SAM Sites are powered, automated defenses that can meaningfully raise the cost of both raiding and airborne attacks against your base — provided you set them up correctly.
Auto Turrets
A powered turret that targets hostile players (and can be configured for authorized-only friendly fire avoidance) within its range, firing automatically without you needing to be present. They require electricity to run and ammunition to actually fire, so both need to be maintained for the turret to stay useful. Placement matters — a turret with a clear line of sight down a hallway or approach path is far more effective than one tucked in a corner with limited visibility.
SAM Sites
A SAM (Surface-to-Air Missile) Site automatically targets aircraft — including other players' Minicopters, Scrap Helis, and even the Patrol Helicopter — that fly within range, provided it's powered and stocked with SAM ammunition. This is a genuine deterrent against airborne raids or drive-by looting attempts via helicopter.
Power and Ammo Requirements
Both systems are only as good as their power and ammo supply — an unpowered turret or an empty SAM site is just a decorative prop. Factor their upkeep into your base's overall resource planning the same way you would Tool Cupboard upkeep.
What They Don't Replace
Automated defenses raise the cost and risk of approaching your base, but they don't substitute for good building fundamentals (honeycombing, soft-side awareness) or an actual present defender during a serious raid attempt. Treat them as one more layer, not your entire defense plan.
Do Auto Turrets need constant power?
Yes — they're electrical devices, and an unpowered turret simply doesn't function. Keep them wired into a reliable power source, same as any other electrical component.
Can a SAM Site really shoot down a helicopter?
Yes, provided it's powered and stocked with ammunition — this includes both NPC helicopters and player-piloted aircraft that fly within its range, making it a genuine deterrent against airborne threats.
Are turrets a substitute for good base building?
No — they add a real layer of risk for attackers, but honeycombing, soft-side awareness, and upkeep management still matter just as much. Turrets supplement good fundamentals, they don't replace them.
What happens if a turret runs out of ammo mid-raid?
It stops firing entirely until restocked — an empty turret provides no defense at all, so keeping a healthy ammo reserve in your base's power/defense budget matters as much as the turret itself.