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"Steer clear of those turrets. We're not sure whether they're fully automated or remotely triggered." ~Chief Engineer Lily Shen

A turret watches over the ADVENT Blacksite

The ADVENT turret is a stationary mechanical enemy with a large amount of armor. Unlike other enemies, they do not appear in pods. Instead, some missions will have turrets placed in addition to any enemies who would normally have appeared on the mission. They most frequently guard ADVENT troop transports and ADVENT trains on supply raids, and will occasionally be present on Guerilla operations.

If the floor below a turret is destroyed, it will always be immediately destroyed. Take care, not all floors can be destroyed with a single explosive.

Stats[edit]

Assume unlisted values are 0 or N/A. Unless otherwise specified, all damage ranges are uniformly distributed - each outcome is equally likely.

Turrets cannot move.

Types: Mechanical, Robotic

Stats for ADVENT Turret
Stat Rookie Veteran Commander Legend
HP 4 4 5 6
Armor 1 2 3 3
Aim 50 50 50 50
Hack Defense 30 30 35 35
Damage 3-4 3-4 3-4 3-4
Crit damage bonus 1 1 1 1


Stats for ADVENT Heavy Turret
Stat Rookie Veteran Commander Legend
HP 6 6 6 8
Armor 2 3 4 4
Aim 50 60 60 60
Hack Defense 70 70 70 70
Damage 5-6 5-6 5-6 5-6
Crit damage bonus 2 2 2 2
Crit chance 0 10 10 10


Stats for ADVENT Superheavy Turret
Stat Rookie Veteran Commander Legend
HP 9 10 12 14
Armor 3 3 4 4
Aim 55 60 60 60
Hack Defense 75 75 75 75
Damage 5-6 5-6 5-6 5-6
Crit damage bonus 2 2 2 2
Crit chance 0 0 10 10

Appearance[edit]

Turrets only ever appear individually or in pods with only turrets. Additionally, turrets present on missions are present in addition to whatever enemies were already present. They do not appear on retaliations.

Variant As pod leader As pod follower
ADVENT Turret March 12 - May 13

March 16 - June 13 (Legend)

March 12 - May 13

March 16 - June 13 (Legend)

ADVENT Heavy Turret May 14 - July 15

June 14 - September 11 (Legend)

May 14 - July 15

June 14 - September 11 (Legend)

ADVENT Superheavy Turret July 16 - onward

September 12 - onward (Legend)

July 16 - onward

September 12 - onward (Legend)


Behavior[edit]

Enemy behavior is processed one action at a time. Figure out what they will do in the first action, and then figure out what they will do in the second action from their new position with their last action point. Actions are bolded. Actions higher on the list are always attempted first if the conditions are met. The conditions are italicized.

First Action

  • Shoot
    • This action does not end the turret's turn
  • Reload
  • Overwatch, Multiple possible triggers, checked in the following order:
    • If two or more aliens are already overwatching, do not overwatch, even if the below conditions are true.
    • If it can see any XCOM operatives in a zone targeted by a two-turn attack (Psionic Rift, Wrath Cannon, or Blazing Pinions), 100% chance to overwatch. If one alien unit is already overwatching, 50% to overwatch.
    • If all available shots have less than 50 hit and nobody else overwatching, 25% to overwatch.
    • If the VIP is visible, 75% to overwatch. If at least one other alien unit overwatching already, 15% instead to overwatch.
    • If the EVAC and at least one XCOM unit is visible, 100% to overwatch. If at least one other alien unit overwatching already, 75% to overwatch.

Second Action

  • Overwatch
    • Identical conditions as listed above. Because each condition has failure chance, it is possible that the turret will do nothing with its second action.

Sources[edit]

Force level appearance found in configs \steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaulttEncounterLists.ini

Character stats found in configs steamapps\common\XCOM 2\XComGame\Config\DefaultGameData_CharacterStats.ini

Enemy damage stats found in configs steamapps\common\XCOM 2\XComGame\Config\DefaultGameData_WeaponData.ini

AI behavior found in configs steamapps\common\XCOM 2\XComGame\Config\DefaultAI.ini