"This turret fires a deadly wall of flame that is ideal for holding off large waves of enemy units. The turret also conceals itself beneath the ground when out of combat, luring unsuspecting enemies into its field of fire. The zerg's ability to burrow has allowed them to massacre countless terran soldiers in deadly ambushes. The new perdition turret should help even the score."
Designed to supplement bunker garrisons in base defense against ground attackers, the automated perdition turret is housed in a neosteel casing installed below ground level. When enemies advance into its range, the turret pops up and unleashes a flaming stream of superheated plasma that deals massive damage over a wide area, albeit at short range. A small cluster of perdition turrets can hold off large packs of zerglings. However, the turret is most effective when complemented by siege tanks and bunkered marines. The turret contains onboard sensors that automatically retract the turret in the absence of enemies.[1]
The original concept of the turret was designed by Egon Stetmann of Raynor's Raiders as a structure effective against massed infantry. Their weapons come from scrounged firebatsuits, and have gained a permanent place in terran arsenals.[2]
The turret is meant to supplement bunkers. Perdition turrets automatically burrow underground when not in combat, and automatically unburrow to engage. They are fairly cheap and fast to build for their damage output, and can provide strong close-range protection to supplement the marines and siege tanks the player is likely using for defense otherwise. They are most effective against zerglings due to their bonus against light-armored units and low range. Against terrans and protoss their uses are more limited, as zealots are much more durable, and terrans do not make use of melee units save the firebat.
When compared against the planetary fortresses, the perdition turret is much cheaper (importantly not costing any vespene), faster to construct (especially if multiple SCVs are used), and their smaller size allows them to be placed more easily in cluttered building zones and at the top of ramps. However, they are not nearly as tough as planetary fortresses, can't produce SCVs, deal less damage per attack (especially against armored units), and have less range.
This turret fires a deadly wall of flame that is ideal for holding off large waves of enemy units. The turret also conceals itself beneath the ground when out of combat, luring unsuspecting enemies into its field of fire. The zerg's ability to burrow has allowed them to massacre countless terran soldiers in deadly ambushes. The new perdition turret should help even the score.
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]
Swann is able to build perdition turrets in Co-op Missions. Upon reaching Level 3, Swann's perdition turrets upgrade into "Flaming Betties," which have half the cost of normal perdition turrets.
Upgrades and Abilities[]
Betty and the Gang
Devastation turrets are renamed Blaster Billy and have +3 attack range, for a total of 9. Attacks now slow enemy movement speed by 30%.
Missile turrets are renamed Spinning Dizzy and have +75 life, for a total of 325. Attacks now deal area damage.
Perdition turrets are renamed Flaming Betty and cost 50% less minerals, down to 75 minerals.
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.