"No Koprulu sector outpost is safe without a robust anti-air defense system plus sensors to detect hidden attackers. In the terran missile turret, you get both in an inexpensive two-for-one deal. Capable of automatic operation, this defense structure fires a rapid stream of Longbolt missiles at aerial attackers in range. It also features a tracking scanner with powerful sensors that detect cloaked or burrowed foes."
Missile turrets are inexpensive structures that fire Longbolt missiles. The system may be computer controlled to automatically engage aerial targets. A secondary manual control mode allows the system to fire at ground targets as well[1] (by the Second Great War, manual control was apparently the de facto method of operation).[2] Turrets are also equipped with a tracking scanner[1] that allows powerful sensors capable of detecting cloaked vessels to center in on an identified target.[3] Running on a set of power cells, a missile turret is able to operate independently for at least forty years,[1] though frontline infantry have reported that turrets break down as rapidly as once every two months. Due to the lack of ground defense, marine rifle companies are often tasked with defending missile turrets. Some models are outfitted with Hi-Sec Auto Tracking to improve missile range.[4]
The characteristic diffusion of information between the terran factions, frequently through clandestine or illicit methods, made the missile turret a standard defense system in the Koprulu sector. Refinements to the system continued to be disseminated in a similar fashion.[3]
By the Second Great War, Enlightened Dynamics had developed a new titanium housing for missile turrets, allowing turrets to absorb more damage before failing. By this stage, Hellstorm batteries could also be fitted to turrets, each battery firing waves of short-range missiles for a saturation effect.[5]
The Dominion Special Forces utilize a sleek-low profile missile turret design that often remains undetected until enemy ships directly enter their line of fire.[6]
In the early game, missile turrets are a cheap and effective means of air defense. In the late game their lack of upgrades makes upgraded goliaths more attractive. Upgraded goliaths deal damage faster and, most importantly of all, have the mobility to concentrate against enemy air fleets.
Missile turrets are only a serious threat against a determined air attack if built in clusters. Otherwise their immobility means they can be destroyed piecemeal. Missile turrets are first available in the third Terran mission of Starcraft.
In the StarCraft beta, missile turrets fired two missiles simultaneously, three times in rapid succession, during each volley.[7]
StarCraft: Ghost[]
This article or section contains information about StarCraft: Ghost, which has been declared non-canon. Elements may be taken as 'flavor lore' however. The content may be significantly out of date. Please do not add speculation to this article, and remember to cite a published source for details.
Enlightened Dynamics has developed a new titanium housing for the missile turret. Early adopters have found this housing to be noticeably tougher than the original, allowing missile turrets to absorb more punishment before falling.[5]
Missile turrets gain Hellstorm Battery secondary attack. Hellstorm batteries fire 8 missiles that each deals 1 point of splash damage.
Hellstorm Bateries are an additional weapon set that can be fitted to your missile turrets. Each battery fires several small missiles that accompany the standard missile attack and saturate the target area on impact. Hellstorm Batteries are a great way to welcome swarms of enemy flyers to your base. Don't disappoint!
All structures repair themselves to 50% life. All structure fires are automatically put out.
This all-in-one safety system automatically dispatches robotic drones to put out any fires and perform basic repairs on damaged structures. Although these drones are effective at doing basic repairs, they do not have a strong enough AI to perform the more delicate repairs needed to restore a structure past half life.[5]
Salvages this structure, removing it and returning 100% of its mineral and gas value cost. Salvage takes 5 seconds to finish. Warning: once Salvage is triggered, it cannot be canceled.
100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 60
Salvages this structure, removing it and returning 100% of its mineral and gas value cost. Salvage takes 5 seconds to finish. Warning: once Salvage is triggered, it cannot be canceled.
Salvages this structure, removing it and returning 100% of its mineral and gas value cost. Salvage takes 5 seconds to finish. Warning: once Salvage is triggered, it cannot be canceled.
Salvages this structure, removing it and returning 100% of its mineral and gas value cost. Salvage takes 5 seconds to finish. Warning: once Salvage is triggered, it cannot be canceled.
Salvages this structure, removing it and returning 100% of its mineral and gas value cost. Salvage takes 5 seconds to finish. Warning: once Salvage is triggered, it cannot be canceled.