Sol Survivor
Turret Encyclopedia
Timothy Goya
tuxdev103@gmail.com

=============
Anti-Air Flak
=============

Anti-Air Flak is an indispensable turret in the arsenals of most commanders.
Able to hit multiple aerial targets with each shell, this turret clears the
skies with a high volume of shrapnel.

Commanders are advised to build at least one anti-air flak turret when it
becomes available, as they are the easiest way to take down evasive flying
enemies

Damage Type: Piercing

Officers:

Gus MacAllum
Ignacio Cazorla
Freya Mortensen
Avram Beck
Dr. Viktor Yurevich
Jackson LaRoque III

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    65 |    174 |    20 |
|     2 |    75 |    935 |    83 |
|     3 |    85 |   3335 |   263 |
----------------------------------

======
Cannon
======

Heavy depleted uranium shells are loaded into cannons as they have been for
generations.  Propelled by explosive cartridges, the cannon fires a few shots
in quick succession with rounds built to pierce through the strongest
Ascendancy armor.

Fleet armories rely on the cannon's simplicity and versatility to add firepower
to nearly any situation.

Damage Type: Piercing

Officers:

Gus MacAllum
Ignacio Cazorla
Freya Mortensen
Avram Beck
'Brimstone' Lewis

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    55 |     69 |    15 |
|     2 |    60 |    379 |    75 |
|     3 |    65 |   1370 |   250 |
----------------------------------

================
Critical Booster
================

Critical booster turrets bring specialized, high-powered munitions to other
nearby turrets.  These alternative munitions are an investment, but they
generate a 25% higher chance to do significantly more damage than the standard
munitions of each turret.

Sol Paragon commanders use critical boosters to maximize damage on hard-hitting
turrets rather than on continuous-use turrets.  Cover eight total turrets in a
block with a critical booster at the center!

Damage Type: Utility

Officers:

Jackson LaRoque III

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    12 |      0 |   150 |
----------------------------------

=====
Drone
=====

Drones are used in nearly every theater of war that the Sol Paragon are
involved in.  Versatile and relentless, drones will swarm a target until it has
fallen before seeking out the next threat.  Drone turrets have their targeting
systems based in the turret itself, and as such, the drones themselves tend to
target enemies to ther release point.

Because they tend to gather around a single target, drones do a great job
mopping up enemies that make it through an area of effect corridor.  Like
vultures, they'll swarm around and take advantage of weak prey.  Drones,
however, will chase targets down outside of their radius, sometimes leaving the
front lines weakened until they return.

Damage Type: Concussive

Officers:

Freya Mortensen
Avram Beck
Iksta

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    40 |    173 |    25 |
|     2 |    45 |    658 |    90 |
|     3 |    50 |   2128 |   275 |
----------------------------------

===
EMP
===

Charged orbs are fired down a tube which break and disperse static electricity
over a small area.  These orbs damage electrical systems and wreak havoc on
shields.

EMP turrets are generally used sparingly, but are the most effective weapon in
the Sol Paragon arsenal against shielded enemies.  They are also used as an
effective slow against mechanical and cybernetic foes.

EMP turrets slow at 35%, 42%, 50% depending on level.

Damage Type: Utility

Officers:

Dr. Elliot Markham
Jackson LaRoque III
Iksta

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    30 |    191 |    25 |
|     2 |    32 |    450 |    50 |
|     3 |    34 |    937 |    90 |
----------------------------------

=========
Escalator
=========

A large fleet beacon, the escalator turret calls down more resources from the
orbiting Sol Paragon warships.

Upgrading the escalator turret allows a commander access to new creeps and more
powerful turrets and support in the Wars multiplayer mode.

Damage Type: Utility

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |     0 |      0 |     0 |
|     2 |     0 |      0 |    60 |
|     3 |     0 |      0 |   120 |
|     4 |     0 |      0 |   300 |
|     5 |     0 |      0 |   500 |
----------------------------------

============
Flamethrower
============

Use of fire is not new to warfare.  Flame-based weapons have been perfected,
and their effective use is seen as a sign of good command.  Modern
flamethrowers fill a cone of space with a raging inferno by pouring flammable
gass through an open flame.

Flamethrowers are interesting tactically as they are more effective spread out
than in bunches.  Good flamethrower spacing sees to it that creeps burn for
longer durations along the path.  Also, flamethrowers cannot set shielded
creeps on fire, rendering them mostly ineffective until the shields are brought
down.

Damage Type: Heat

Officers:

Gus MacAllum
Ignacio Cazorla
Dr. Viktor Yurevich

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    25 |     26 |    15 |
|     2 |    30 |    192 |    75 |
|     3 |    35 |    599 |   250 |
----------------------------------

=========
Inhibitor
=========

Inhibitors put out a subsonic pulse, essentially 'feeling' for nearby enemies
that may be otherwise invisible.  These pulses also inhibit the regeneration of
health and shileds while enemies are within the area of effect

Inhibitors are, for executive officers who prefer them, and alternative to
flares for detecting cloaked enemies.  They are best built in advance of the
arrival of cloaked enemies, and fire should be concentrated within their areas
of effect to deal with stealthy foes.

Damage Type: Utility

Officers:

Dr. Elliot Markham
Freya Mortensen
Dr. Viktor Yurevich
Iksta

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    60 |      0 |    50 |
----------------------------------

=====
Laser
=====

Known for years as an Ascendancy weapon of terror, the laser has been adapted
into the Sol Paragon fleet's main arsenal.  Tightly-focused beams of light are
projected onto a target, burning through most materials in its path.

Lasers are effective primarily against soft targets like biologicals and
cybernetics.  Command recommends against heavy user of lasers against armored
targets.

Damage Type: Heat

Officers:

Dr. Elliot Markham
William Brentford
Freya Mortensen
Dr. Viktor Yurevich
Jackson LaRoque III
Iksta

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    45 |    148 |    20 |
|     2 |    55 |    643 |    83 |
|     3 |    65 |   1980 |   263 |
----------------------------------

==============
Lightning Bolt
==============

Developed first as an experiment into the nature of lightning, the lightning
bolt turret is as impressive as it is devastating.  A dart is fired from the
turret as a target followed by a rapid high-energy electrical discharge at
whatever the dart struck.  Powerful as it is, the turret must then recharge for
some time.  Lightning turrets must then recharge for some time.  Lightning
turrets select their new target by finding an enemy who is not currently slowed
by lightning bolt.

Lightning bolt turrets hit with such a fury that they cripple enemy movement
for a short period.  They are also capable of hitting over long distances.  Use
them to finish enemies that cross choke points or to pound heavy targets
multiple times within the area of effect.

Lightning turrets slow at 50%, 55%, 60% depending on level.

Damage Type: Electrical

Officers:

Dr. Elliot Markham
William Brentford
Dr. Viktor Yurevich
'Brimstone' Lewis
Iksta

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |   100 |     76 |    20 |
|     2 |   110 |    360 |    83 |
|     3 |   120 |   1203 |   263 |
----------------------------------

===========
Machine Gun
===========

While seen as old-fashioned in many outfits in the Sol Paragon fleet, the
machine gun's relentless efficiency forces its continued use.  Not known for
its accuracy , the machine gun is a loud and excessive bit of nostalgia for
veterans of wars past.

Machine guns can be used to cover tight choke points with continuous cones of
fire at ground troops.  The best placements for machine guns tend to minimize
their turning time, forcing creeps to walk into the stream of fire.

Damage Type: Piercing

Officers:

Gus MacAllum
Ignacio Cazorla

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    48 |    118 |    20 |
|     2 |    53 |    534 |    83 |
|     3 |    58 |   1687 |   263 |
----------------------------------

=======
Missile
=======

Highly-accurate guided missile technology is a staple of the Sol Paragon fleet.
A well balanced turret, the missile turret hits relatively quickly and for
small areas of effect.  The concussive blasts of the missile warheads can
occasionally cause enemies to be disoriented.

Missiles fire in clusters and have a decent range, but require a bit of time to
arm after leaving their pods.  As such, there is a minimum range to account
for.  Multiple missile turrets work well together to increase the chances that
enemies will be slowed down as they travel toward their targets.

Missiles have a slight chance to stun enemies to slow at 20%.

Damage Type: Concussive

Officers:

Ignacio Cazorla
William Brentford
Iksta

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    70 |     60 |    20 |
|     2 |    80 |    307 |    83 |
|     3 |    90 |   1615 |   263 |
----------------------------------

======
Mortar
======

Mortars are another technology that has always found a niche in the arsenals of
the fleet.  Mortar turrets are able to lob shells long distances, hitting a
large area of effect.  Compared to silo turrets, mortars fire more quickly but
over a shorter distance.

Commanders generally find mortars best at softening up clusters of enemies just
as they come off of the dropships.  Relying on mortars as a primary defensive
turrest can prove dangerous, as their relatively slow rater of fire makes them
ineffective against individual creeps.

Damage Type: Concussive

Officers:

Gus MacAllum
Ignacio Cazorla
Avram Beck

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |   110 |     60 |    25 |
|     2 |   120 |    243 |    90 |
|     3 |   135 |    786 |   275 |
----------------------------------

===========
Napalm Silo
===========

A massive warhead launcher that hits a wide area.  The napalm silo is built to
thin out hordes of biological enemies, pounding them from a distance without
much precision.  Careful placement is important to ensure that missiles are
fired at where they are most useful instead of all throughout the map.

When placing silo turrets, consider the areas you want them to attack and try
not to overlap the total range of the silo on less desirable targets.  Also,
try using the focus fire support with a bit of timing to set up targeted silo
attacks.

Damage Type: Heat

Officers:

Avram Beck

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |   240 |    275 |   200 |
----------------------------------

=======
Pillbox
=======

Pillboxes are automated reconnaissance emplacements that have only recently
been weaponized.  Containing stacks of swiveling guns, these sheltered pods can
put lead downrange in any direction and at multiple targets.

Fleet ops suggests using pillboxes in locations where as much of their full
area of effect targets the path of the enemy.  Pillboxes also automatically
respond to all threats within range, and the focus fire support is suggested
when a single enemy becomes a priority.

Damage Type: Piercing

Officers:

Gus MacAllum

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    42 |    133 |    15 |
|     2 |    47 |    831 |    75 |
|     3 |    52 |   3008 |   250 |
----------------------------------

=============
Power Station
=============

Giving an extra investment of mass, commanders of the Sol Paragon are able to
provide more energy for their orbital support.  This allows for flexibility of
support but at great expense.

The fleet recommends using power stations when a mobile defense is necessary.
While it may be tempting, the urge to construct exclusively power stations
should be avoided!  Long recharge times on orbital support can leave colonies
with no terrestrial defenses helpless to the enemy.

Damage Type: Utility

Officers:

'Brimstone' Lewis
Iksta

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |     0 |      0 |    50 |
----------------------------------

=========
Radiation
=========

Considered by many to be unethical, the radiation turret isn't favored by many
of the executive officers of the fleet.  A shielded dome opens up to reveal the
core of an overloading nuclear reactor, with the radiation being blown out onto
the enemy.

The radiation causes the enemy to be weakened, making all other turrets more
effective when firing at these irradiated enemies.  Radiation dosing can be
increased by higher density coverage, making tight clusters of radiation
turrets effective for a choke point.

Damage Type: Heat

Officers:

Dr. Viktor Yurevich
'Brimstone' Lewis

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    30 |     86 |    20 |
|     2 |    35 |    343 |    83 |
|     3 |    40 |   1088 |   263 |
----------------------------------

=======
Railgun
=======

A staple of the modern fleet, the railgun has both ground and space-based
applications.  Railguns propel their projectiles at such velocities that even
Ascendancy shield defenses are unable to stop it.

Intelligent commanders use railguns when reconnaissance suggests a high volume
of shielded enemies in the field.  Railguns also have a long reload time, so it
is especially important to minimize the amount of time they spend turning to
lock a new target.

Damage Type: Piercing

Officers:

Freya Mortensen
Avram Beck

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |   100 |     90 |    25 |
|     2 |   110 |    343 |    90 |
|     3 |   120 |   1100 |   275 |
----------------------------------

=============
Range Booster
=============

Essentially a supercomputer, the range booster links up with the targeting
systems on nearby turrets and helps them calculate 35% longer range
trajectories.

Range boosters are a good long-term strategy for covering sweeping arcs of path
or for extending the range of the turrets that are used to take down
stragglers.  Cover eight total turrets in a block with a range booster at the
center.

Damage Type: Utility

Officers:

William Brentford

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    12 |      0 |   200 |
----------------------------------

==============
Shockwave Silo
==============

A massive warhead launcher that hits a wide area.  The concussive silo is built
to thin out hordes of cybernetic enemies, pounding them from a distance without
much precision.  Careful placement is important to ensure that missiles are
fired at where they are most useful instead of all throughout the map.

When placing silo turrets, consider the areas you want them to attack and try
not to overlap the total range of the silo on less desirable targets.  Also,
try using the focuse fire support with a bit of timing to set up targeted silo
attacks.

Damage Type: Concussive

Officers:

Jackson LaRoque III

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |   240 |    275 |   200 |
----------------------------------

========
Shotgun
========

An old fashioned street-sweeper on a turret, the shotgun aims to put a high
volume of lead on targets unlucky enough to be nearby.  Advances in
stabilization technology has allowed Sol Paragon weapons manufacturers to fire
more and more rounds in quick succession.

The shotgun's short range is made up for by its versatility.  Fleet protocol
suggestss taking advantage of the high burst damage capabilities the shotgun
brings to bear against both ground and air targets.

Damage Type: Piercing

Officers:

Gus MacAllum
William Brentford
Jackson LaRoque II

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    32 |    166 |    20 |
|     2 |    36 |    697 |    83 |
|     3 |    40 |   1480 |   263 |
----------------------------------

=============
Shrapnel Silo
=============

A massive warhead launcher that hits a wide area.  The shrapnel silo is built
to thin out hordes of mechanical enemies, pounding them from a distance without
much precision.  Careful placement is important to ensure that missiles are
fired at where they are most useful instead of all throughout the map.

When placing silo turrets, consider the areas you want them to attack and try
not to overlap the total range of the silo on less desirable targets.  Also,
try using the focuse fire support with a bit of timing to set up targeted silo
attacks.

Damage Type: Piercing

Officers:

Dr. Elliot Markham

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |   240 |    275 |   200 |
----------------------------------

========
Slow Goo
========

Created first as a non-lethal weapon, the slow goo turret was adapted to the
battlefield in a supporting role alongside its more traditional brethren.  With
a spray nozzle at the front, the slow goo turret covers a cone of fire ina
sticky, organic goo.  The goo greatly inhibits the movement of biological
enemies, and also somewhat inhibits cybernetic and mechanical enemies.

Slow goo is typically used as a set-up turret in the Sol Paragon arsenal.
Keeping enemies slowed allows turrets to shoot at enemies longer while they're
in their area of effect.  Slow goo also does a small amount of damage which is
noticeable in key situations.

Slow Goo turrets slow at 25%, 40%, 55%, depending on level.

Damage Type: Utility

Officers:

Ignacio Cazorla
William Brentford
Dr. Viktor Yurevich
'Brimstone' Lewis

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    30 |     34 |    25 |
|     2 |    35 |     62 |    50 |
|     3 |    40 |    187 |    90 |
----------------------------------

=============
Speed Booster
=============

The speed booster is an override for safe operating procedure for other
turrets.  A system of coolants and stabilizers, the speed booster turret makes
it possible for nearby turrets to exceed their regular rates of fire by 30%.

Speed boosters maximize tight firing corridors, allowing small groupings of
turrets to be used more effectively.  Commanders frequently find speed boosters
and lazer turrets to be an effective combination.  Cover eight total turrets in
a block with a speed booster at the center!

Damage Type: Utility

Officers:

Dr. Elliot Markham

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    12 |      0 |   150 |
----------------------------------

==========
Tesla Coil
==========

A massive coil channels electricity into the local area, reaching out at
objects that are unfortunate enough to walk within its area of effect.  While
only capable of hitting a short range, the damage done is very intense.  In
addition, enemies caught in the tesla coil's reach are slowed.

Placed at a very tight choke point, tesla coils are effective at breaking down
clumps of creeps to be picked off later.  Slowing turrets pair well with tesla
coils, effectively multiplying the damage output of the coil by keeping the
enemy in the area of effect for longer periods of time.

Tesla Coils slow at 25%, 30%, 35% depending on level.

Damage Type: Electrical

Officers:

Dr. Elliot Markham
Freya Mortensen
'Brimstone' Lewis
Jackson LaRoque III

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    16 |    105 |    25 |
|     2 |    19 |    361 |    90 |
|     3 |    22 |   1102 |   275 |
----------------------------------

==========
Turbulence
==========

Turbulence turrets create pockets of air that are difficult to fly through,
forcing flying enemies to slow down and stabilize themselves.  Once locked on
to flying enemies, the turbulence turret will kieep them moving slowly while
your defenses have time to adjust.

Turbulence turrets can help your versatile ground weapons finish off pesky
aerial creeps.  Use them to slow down flying enemies, giving your turrets a
chance to take them down after they finish with ground-based creeps.

Turbulence turrets slow at 35%, 45%, 55% depending on level.

Damage Type: Utility

Officers:

William Brentford
Avram Beck
'Brimstone' Lewis

----------------------------------
| Level | Range | Damage | Price |
----------------------------------
|     1 |    33 |    124 |    25 |
|     2 |    38 |    286 |    50 |
|     3 |    43 |    621 |    90 |
----------------------------------