What is this? Turrets? They have no need for those. Shoot them. |
Rocket Turrets are used by Scars to defend their camps and bases.
Etymology and Anatomy
Rocket Turrets get their name from Rocket (A projectile propelled through combustion) and Turret (An armored gun that can rotate).
These turrets are stationary. While their lower half remains fixed, the upper half can freely move around with a 360 degree freedom of movement horizontally, and 90 degree freedom of movement vertically.
They are mostly orange and brown in color and can have some white plates around them. They have a rusted appearance with spikes coming out, as with many scar-themed equipment. The weapon is attached to the upper half which can move around with the support of a counterbalance behind it.
Rocket Turrets have spikes and flags protruding from them. They also emit three red lights on their tops.
Narrative Involvement
These Turrets are generally used by outlaws trying to establish a camp. There are usually one or two of these turrets in the camp. Some are independently placed near their hideouts.
Encountered Expeditions
At least one Rocket Turret can show up in the below list.
Encounter Locations
The following places are all the locations where Rocket Turret can be found, either physically or in the lore. They may not be always found there, but have a high chance of being found in these locations.
Behavior and Abilities
A Rocket Turret Fires
Rocket Turrets are heavy equipment used by the Scars to fortify their presence in their immediate vicinity. Turrets can lock down on their targets and fire after a couple of seconds dealing lethal damage.
Turrets are primarily used to restrict the abilities and movement of enemies, especially javelins. Turrets can be set on status effects.
Rocket Turrets fire a rocket that fragments when it is about to reach its target. If a javelin comes into its contact, it can stagger and receive a significant amount of damage.
Hidden Attributes
Rocket Turrets have these hidden attributes:
- Blind Spot: Rocket Turrets have a blind spot at point blank. This means, they are unable to fire at enemies that are in front of or very close to them.
- Laser Sight: Rocket Turrets point a red laser at their target enemies before firing.
- Death Explosion: When Rocket Turrets are destroyed, they explode dealing a sizeable blast damage.
Strategy
Turrets auto aim and fire at anything that their respective faction considers to be a foe—including non-hostile fauna.
Even though they have a sizeable health pool, taking turrets down should be the main priority as they restrict the javelin movement. The advantage is that unlike other enemies, turrets cannot move and are fixed to a location. They also only target one enemy at a time.
Since turrets can be set on status effects, freezing them is also a good way to stop them from firing, especially in situations where the enemy numbers are overwhelming. Focusing fire on the large counterbalance on the opposite side of the turret’s gun can quickly destroy it since that is where the weak point is located.
An aural cue can be hear by the javelin just before the Rocket Turret fires, giving about two seconds to evade and locate to a new position on the battlefield.
The best way to tackle Rocket Turrets is to directly do damage to them at point-blank using melee or high damage dealing attacks. It is also possible to take cover in locations out of their line of sight and do fire, acid, or armor buster damages to quickly destroy them.
Trivia (May Contain Spoilers)
- Among enemies, only the turrets (of any faction) have a consistent number of health bar pips across standard, elite, and legendary types. The number is 4 armor pips.
- The ability names are taken from the Anthem Prima Guide and datamined files. They may have been slightly modified to avoid confusion with other in-game names.
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