SR Plasma Turret
Overview
SR 
The turret uses energy ammunition, and its effectiveness depends heavily on the ammo loaded into it. With Plasma Capsule, it deals 300 damage per shot, has a 8 m explosion radius, and reaches 180 DPS when fully utilized. With Antimatter Capsule, its power rises dramatically to 1500 damage per shot, a 20 m explosion radius, and 900 DPS, turning it into a devastating late-game anti-ground weapon.
Because of its extreme power consumption, SR Plasma Turret should not be placed casually. Its idle draw alone is large enough to strain weak grids, and a line of these turrets can quickly become a major part of a planet’s power budget. It is best deployed where heavy defense is actually required, especially around critical production areas, planetary chokepoints, or bases that must withstand large-scale enemy pressure.
Practical notes:
- Its main strength is raw burst damage, especially with
Antimatter Capsule.
- The large explosion radius makes it effective against clustered ground units.
- The turret’s steep power cost means buffer capacity and stable generation are important before building many of them.
- Since it targets ground and low-altitude enemies, it is suited for surface defense rather than general-purpose anti-space coverage.
- The difference between Plasma Capsule and Antimatter Capsule is enormous, so ammunition supply directly determines its battlefield role.
Other entities of this type
- {{BASEPAGENAME}}
- Gauss Turret
- Implosion Cannon
- Laser Turret
- Missile Turret
- Planetary Shield Generator
- Plasma Turret
- Signal Tower
- Automatic Piler
- Conveyor Belt Mk.I
- Conveyor Belt Mk.II
- Conveyor Belt Mk.III
- Conveyor Belts
- Depot Mk.I
- Depot Mk.II
- Interstellar Logistics Station
- Orbital Collector
- Planetary Logistics Station
- Sorter Mk.I
- Sorter Mk.II
- Sorter Mk.III
- Sorters
- Splitter
- Storage Mk.I
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