Updated for 2026

There is a specific sound that ends raids. Two beeps, a servo whine, and then the tearing noise of a gun that never has to reload its aim. Somebody who logged off four hours ago just killed you through a window bar from thirty metres away, and you are looking at your loot bag on the wrong side of a wall.

That is the auto turret. It is the single most effective defensive deployable in Rust, and it is also, once you know the numbers, one of the cheapest things in the game to remove.

The auto turret in Rust has 1,000 health, draws 10 rW of power, sees roughly 30 metres in a 180 degree arc, and takes whatever gun you feed it. It costs one Targeting Computer, one CCTV Camera and 10 High Quality Metal at a Workbench Level 2, or you can walk into Outpost and buy one for about 400 scrap and skip the entire research step.

This Auto Turret Rust guide has every verified number: the exact power draw including the trap nobody mentions, battery runtimes, the full raid cost table sorted by sulfur, the DPS of every gun a turret will accept, the 12 turret interference cap that most guides are still ten updates behind on, the rear blind spot, and the things a turret shoots straight through that will surprise you.

TL;DR The auto turret has 1,000 HP, needs 10 rW (make that 11 rW the moment you wire an output), reaches about 30 metres in a 180 degree arc, and is built from 1 Targeting Computer + 1 CCTV Camera + 10 HQM at Workbench 2. Research is 120 scrap, or buy it outright at Outpost for around 400 scrap. Killing one is embarrassingly cheap: 1 incendiary rocket, 7 cannonballs for 105 sulfur, or 7 molotovs for zero sulfur. Only 12 powered turrets work inside any 40 metre radius, so stacking twenty of them does nothing.
Auto turret Rust guide: an in game auto turret with 1000 health firing on approaching targets
The auto turret. One thousand health, ten rW, and no interest in whether you are online.

What is the auto turret in Rust?

The auto turret is a powered, deployable sentry gun. You place it, authorise yourself and your team on it, drop a gun and matching ammunition into it, feed it electricity, and it shoots anybody who is not on its list and who walks into its cone of vision.

Facepunch describe it in one line: an automated electric sentry turret that will engage and neutralise any moving targets it has line of sight to. That line hides the two things that actually matter. First, it ignores your tool cupboard. Being authorised on the TC means nothing to a turret. Every teammate has to be added to the turret’s own authorised list by hand or the turret will shoot them in the back of the head on their way to the furnace. Second, it has its own separate power budget, and a turret with no power is a 1,000 HP box of free loot with your gun inside it.

It arrived in 2015 as a fixed weapon platform with a built in assault rifle. The version you use today came out of the Modular Turrets update on 6 February 2020, which stripped the built in rifle out, made the turret cheaper, and let it accept almost any projectile weapon in the game. Since then the important change has been turret interference in October 2023, which we cover in full below because it quietly broke every “just put ten turrets on it” base design in the game.

Auto Turret Rust stats

Auto turret Rust stats: 1000 HP, 10 rW power draw, 30 metre range and Workbench 2 craft cost
Every Auto Turret Rust figure worth memorising, cross checked against three sources.
1,000Health
10 rWPower draw
~30 mRange
180°Detection arc
StatValueNotes
Health1,000 HPSame as a SAM site, same as an armored door
Power consumption10 rW11 rW if you wire any output slot
Range~30 mRoughly 10 square foundations
Detection180 degreesFacing the direction you were standing when you placed it
Firing arc360 degreesIt can turn all the way round, it just cannot see behind itself
WorkbenchLevel 245 second craft, 22 seconds at Workbench 3
Craft cost1 Targeting Computer + 1 CCTV Camera + 10 HQMBoth components are loot only
Research table120 scrapYou need a spare turret to research
Tech tree555 scrap for the pathSits behind the Large Rechargeable Battery on the Workbench 2 tree
Outpost price~400 scrapBase price, drifts with dynamic vendor pricing
Recycle output6 HQM + 60% CCTV + 60% Targeting Computer4 HQM and 40% chances in a safe zone recycler
Repair6 HQM at a repair benchUp to 9 HQM with a hammer
Stack size1Despawn time 1 hour
ShortnameautoturretItem ID -2139580305
Boat deployableNoTugboats and rowboats are turret free
Picking it up costs you Hitting a turret with a hammer and choosing pickup returns it to your inventory, but the turret loses roughly 33 percent of its health in the process. Move a turret three times without repairing and you are running a 300 HP sentry that a single satchel deletes. Repair it at a bench for 6 HQM before you redeploy.

How to get an auto turret in Rust

Rust auto turret craft cost: one targeting computer, one CCTV camera and 10 high quality metal
Three routes to a turret. Only one of them needs you to survive a Bradley fight.

Craft it

The recipe is 1 Targeting Computer, 1 CCTV Camera and 10 High Quality Metal at a Workbench Level 2. That is it. Ten HQM is nothing by mid wipe, and the craft takes 45 seconds, or 22 at a Workbench 3.

The blueprint is the expensive part in practice, because both components are loot only. Neither the Targeting Computer nor the CCTV Camera can be crafted or bought, so every turret you build starts with a crate run.

SourceTargeting ComputerCCTV CameraAuto Turret itself
Locked Crate (hackable)55% for 1 to 246% for 1 to 216% for 1 to 3
Bradley APC crate50%41%5%
Elite tier crate15%13%2%
Military crate9%7%1%
Tool box3%3%0.3%

The hackable Locked Crate is far and away the best source, which is why every wipe turns into a race for cargo, the Missile Silo and oil rig timers. Killing Bradley at Launch Site is the other reliable route: three APC crates with a 50 percent targeting computer roll each is usually a turret’s worth of parts in one trip.

Buy it at Outpost for 400 scrap

This is the part that most Auto Turret Rust guides bury, and it is the single most useful thing on this page for anybody under 2,000 hours.

The Outpost weapons vending machine sells a complete Auto Turret. The base price is 400 scrap. No blueprint, no research table, no Targeting Computer hunt, no Bradley fight. Walk in, pay, walk out with a turret in your inventory.

Facepunch’s dynamic vendor pricing system means that number moves with supply and demand on your server, so treat 400 as the centre of a band rather than a fixed sticker. In game data the turret sits inside a roughly 200 to 800 scrap range, the same 0.5x to 2x band the SAM site uses around its own 500 scrap base. If your server has been quiet, buy early and cheap.

The scrap maths Researching the turret costs 120 scrap and still leaves you needing two loot only components. Buying one outright costs around 400 scrap and needs nothing else. If you only ever want one or two turrets, buying is cheaper in real terms. If you plan on six, research it, because the blueprint pays for itself the moment you have three sets of parts.

Loot it whole

A finished Auto Turret drops directly from crates. A Locked Crate has a 16 percent chance of 1 to 3 turrets, which is the single best drop in the game if it hits. Bradley’s APC crates are 5 percent, elite crates 2 percent, and a Military Crate is 1 percent. Every scientist type in the game has a small chance too, down to a 0.01 percent lottery ticket on Tunnel Dwellers.

Turrets are only worth building if the wipe has time left on it. Check the countdown before you spend 400 scrap on a sentry that lives for six hours.

See the force wipe countdown

How much power does an auto turret need?

How much power does an auto turret need in Rust: 10 rW draw plus battery runtime figures
Ten rW to run it, and the battery numbers that decide how long it stays awake.

An auto turret needs 10 rW. That is the whole answer to the most searched Auto Turret Rust question there is, and it is also incomplete in a way that gets people killed.

The 11 rW trap

The turret has three output slots: Has Target, Low Ammo and No Ammo. Wiring any of them into a smart alarm, a siren light or a trap is one of the best things you can do with a turret, because it turns a defensive deployable into an alarm system that pings your phone through Rust+.

The catch is that each output costs 1 rW to push a signal. So the moment you use the outputs, your turret is a 11 rW device, not a 10 rW one. Build a circuit with exactly 10 rW per turret and your alarm will silently fail at the precise moment something walks into the arc, because the turret prioritises itself.

Plan for 11, not 10 Four turrets with alarms is 44 rW, not 40. That single rW is the difference between a working circuit and a base full of turrets that beep at nothing. Budget 11 rW per turret and you will never have to debug it.

What can actually power a turret

Power sourceOutputTurrets it runsReality check
Large Solar Panel0 to 20 rW1Zero at night and in storms. Never run turrets on solar alone.
Small Generator40 rW3Constant, but it burns low grade fuel forever.
Water Wheel0 to 60 rW5Needs a river, which usually means a bad base spot.
Wind Turbine0 to 150 rWup to 13The standard answer. Build it high and buffer it with a battery.

Every one of those sources except the generator is variable, which is why nobody serious wires a turret straight to a turbine. You wire the turbine into a battery and the battery into the turrets. The battery smooths out the dead air when the wind drops and keeps the sentries awake at 3am while you are asleep.

Battery runtime, in minutes you can actually plan around

BatteryMax outputCapacityRuntime for one turretTurrets it can feed
Small Rechargeable Battery15 rW400 rWm40 minutes1
Medium Rechargeable Battery50 rW9,000 rWm15 hours4
Large Rechargeable Battery100 rW24,000 rWm40 hours9

Those runtimes assume a fully charged battery and nothing recharging it, which is the worst case you should design for. A Large battery on its own carries a single turret through an entire offline night with 30 hours to spare. A Small battery carries one turret for 40 minutes, which is enough to cover a wind lull and nothing else.

The Large Rechargeable Battery is also, conveniently, the tech tree node the auto turret sits behind, so if you are going down the tree route you are buying the right battery on the way anyway.

How to set up an auto turret

Rust auto turret setup: a powered auto turret covering a loot room doorway
One turret, one lane, one job. The mistake is always trying to make it cover two.

The order matters. Do it in the wrong order and you will either shoot yourself or spend five minutes wondering why the turret will not accept a magazine.

  1. Face the direction you want it to watch, then place it. The turret’s 180 degree detection arc is set by where you were standing at the moment of placement. You can change the facing later from its use menu, but getting it right first time saves a step.
  2. Authorise yourself. Hold E on the turret and pick Authorise. Do this before you power it. Tool cupboard authorisation does not carry over, so every single teammate must walk up and be added individually.
  3. Load the weapon and the ammo. Hold E, open the turret’s inventory, drop a gun into the weapon slot and the matching ammunition into the ammo slots. The turret must be switched off to accept or change a weapon and ammo, which is the thing that trips up everybody on their first turret.
  4. Wire the power. Run at least 10 rW into the Power In socket. Eleven if you are using the outputs.
  5. Pick a mode. Attack All by default, Peacekeeper if the turret sits somewhere your neighbours walk past.
  6. Turn it on. Toggle it from the use menu. The laser comes on, red for Attack All and green for Peacekeeper.
Wire the outputs while you are in there Run Has Target into a Smart Alarm and pair it with Rust+. You get a phone notification the second something enters the arc, which is worth more than the turret’s damage output on most raids. Low Ammo into a siren light inside your base is the other one worth doing, because a turret that quietly ran dry three days ago is just a gun locker for the enemy.

Peacekeeper mode vs Attack All

Rust auto turret in attack all mode engaging an unauthorised player at a base doorway
Attack All opens up on anything unauthorised. Peacekeeper waits to be given a reason.

Attack All is the default and it does exactly what it says: anybody not on the authorised list gets shot on sight. Peacekeeper mode is the interesting one, and it works exactly like the turrets at Outpost and Bandit Camp.

In Peacekeeper mode, every player starts out friendly. The turret only opens fire on players the server itself has flagged as hostile. Two things get you flagged:

  • Firing a gun or a bow
  • Dealing damage to a player or to a player built structure

Because the flag lives on the server rather than on the turret, it does not matter how far away you did it. Shoot a bow on the other side of the map and every peacekeeper turret in the world, including ones placed after you fired, sees you as an enemy. The flag clears after roughly one minute of not repeating either action and not being spotted by a turret.

Attack AllPeacekeeper
Laser colourRedGreen
TargetsAnyone unauthorisedOnly server flagged hostile players
Computer Station controlYesNo
Best forLoot rooms, airlocks, roof linesShopfronts, trade bases, clan compounds with visitors
Peacekeeper turrets cannot be remoted A turret in Peacekeeper mode cannot be controlled from a Computer Station. If your plan involves jumping into a turret from a monitor and manually clearing a roof, that turret has to be in Attack All. This catches out a lot of shop base designs.

Best gun for an auto turret in Rust

Best gun for an auto turret in Rust: M249, MP5A4 and assault rifle DPS compared
Damage per second, straight off the Facepunch item pages. The M249 wins and always will.

Since the Modular Turrets update, a turret takes almost any projectile weapon in the game, from an Eoka to an M249, plus every ammunition type that weapon accepts. Attachments work too. That opens up a genuinely interesting decision, because the right answer depends on whether the turret is protecting your loot room or your outer wall.

GunAmmoDPSVerdict
M249Incendiary 5.56606.7The highest turret DPS in the game and a 100 round belt. Loot only, so it goes in your best turret.
M249Plain 5.56541.7Still comfortably the top of the table on standard ammo.
Assault RifleIncendiary 5.56420.1Great numbers, but 5.56 is expensive to feed a machine that misses.
MP5A4Incendiary Pistol420.0Matches an AK for damage on ammo that costs a fraction as much.
Assault RiflePlain 5.56375.1The default everyone uses. Perfectly fine, just not efficient.
MP5A4Pistol Bullet375.0The best value turret gun. Craftable at 15 HQM, 2 Metal Spring and an SMG Body, and pistol ammo is cheap.
Custom SMGPistol Bullet300.0The throwaway. Eight HQM and a spring. Perfect for turrets you expect to lose.
Spas-1212 Gauge Slug240.0Corridors and airlocks only, but brutal at three metres.
Bolt Action RifleIncendiary 5.5652.7Awful DPS, but 89.6 damage per shot and it will still be firing an hour later.
Rust auto turret weapons: a modular auto turret firing its equipped shotgun
Modular turrets, February 2020. Whatever you put in it, it will use.

The rule of thumb

Match the gun to how likely the turret is to survive. Every Auto Turret Rust setup ends up with a tiered lineup rather than one weapon everywhere:

  • Loot room turret: M249 with incendiary if you have one, otherwise an AK. This turret exists to kill somebody who is already inside, so raw damage wins.
  • Perimeter and roof turrets: MP5A4 with pistol bullets. You will lose these, and losing an MP5 hurts a lot less than losing an AK.
  • Bait and trap turrets: Custom SMG. Eight HQM. If a raider spends an incendiary rocket killing a Custom SMG turret, you won that exchange.
  • Long uptime while you are offline: Bolt Action. Low fire rate means the internal magazine lasts, and 89.6 per shot still kills anybody who is not in full metal.
Ammo type matters more than the gun Incendiary rounds add roughly 12 percent more damage per shot on 5.56 weapons and set the ground on fire, which is disproportionately good against a raider who is stationary and placing charges. Explosive 5.56 in a turret is a waste, since you lose the extra structure damage on a target that is a person. Read up on the full weapon list before you commit an AK to a turret you might not keep.

Turret interference: the 12 turret rule

Rust auto turret interference: only 12 powered turrets work within a 40 metre radius
Turret thirteen powers on, glows blue and does absolutely nothing.

Most Auto Turret Rust content on the internet is still years behind on this rule, and it changes how you build.

On 5 October 2023, in the Solid Foundations update, Facepunch added turret interference. Only a limited number of turrets can be active inside a given radius. The two server convars are:

  • sentry.maxinterference defaults to 12
  • sentry.interferenceradius defaults to 40

In plain terms: no more than 12 powered turrets will function within 40 metres of each other. Turn on a thirteenth and it powers up, emits a blue electrical glow, and acquires no targets at all. It is not broken, it is not out of ammo, it just will not shoot anything.

There is no cap on how many turrets you can deploy. The cap is on how many are active at once. That distinction is the whole design space:

  • Wire spare turrets through a Smart Switch or an HBHF Sensor so they only power on when somebody is actually there, keeping your active count under 12 the rest of the time.
  • Spread turret clusters more than 40 metres apart across a compound rather than stacking them on one loot room.
  • Remember that an interference disabled turret can still be remoted into from a Computer Station and fired manually, though the signal will be weak.
Check your server first Plenty of modded and community servers change or remove this limit by setting the radius to zero. Some raise the cap. If you are on anything other than a vanilla official server, ask before you design a base around twelve.

How to destroy an auto turret in Rust

How to destroy an auto turret in Rust: raid costs for incendiary rockets, satchels, C4 and fire
One thousand health, and the cheapest way through it costs zero sulfur.

This is the half of Auto Turret Rust that nobody building a base wants to read. A turret costs you a Targeting Computer, a CCTV Camera, 10 HQM, a gun and a magazine. It costs the person removing it almost nothing.

ToolDamage eachQuantitySulfurTime
Incendiary Rocket~1,713130041 sec
Cannonball160710518 sec
Molotov Cocktail~1477Zero24 sec
Fire Arrow (hunting bow)~17.458Zero1 min 9
High Velocity Rocket345360012 sec
F1 Grenade107.51060014 sec
Satchel Charge550296010 sec
Mortar Shell197.561,80013 sec
Beancan Grenade65161,92022 sec
Timed Explosive Charge (C4)1,10012,20010 sec
Explosive 5.56 Ammo9.0081122,80044 sec
Rocket312.545,60018 sec
40mm HE Grenade62.516Launcher ammo17 sec
MLRS Rocket462.53MLRS ammoInstant

The cheapest way to kill a turret

Three answers, depending on what you have in the bag:

  • One incendiary rocket. 300 sulfur and 75 low grade. It does roughly 1,713 damage against a 1,000 HP turret, so a single rocket does the job with room to spare. This is the answer if you are already raiding and have a launcher out.
  • Seven cannonballs, 105 sulfur. Cannonballs craft two at a time from 50 metal fragments and 15 gun powder, which works out at 15 sulfur each. If you already have a cannon in position for the raid, this is the cheapest sulfur route in the game.
  • Seven molotovs, zero sulfur. Three hundred and fifty low grade fuel and 24 seconds. There is no cheaper way to remove a turret, full stop. Metal doors take no fire damage at all, but the auto turret very much does.
Four rockets is the worst possible answer A plain rocket does 312.5 to a turret, so it takes four, which is 5,600 sulfur. A high velocity rocket does 345, more damage than a full rocket, and takes only three for 600 sulfur. That is a 9x cost difference for a better result. If you are shooting rockets at turrets, shoot HVs. Cross check anything you are unsure about in the Rust raid calculator.

How many bullets to destroy an auto turret?

More than you want to carry. Explosive 5.56 sits at just 9.008 damage per round against a turret, which is 112 rounds and 2,800 sulfur, worse than a C4. Plain rifle ammo is worse again. Shooting a turret with a gun is a losing trade unless you are already out of range and simply have nothing else, and the turret is very likely shooting back.

Melee is a different story. The turret has 1,000 health but very little melee resistance compared to a door: a hatchet swing does roughly 20 damage, so about 50 swings kills it, and even a starter rock does around 5 per hit. That only works on an unpowered turret, or one you have approached from directly behind, which brings us to the good part.

Beating an auto turret without spending anything

Rust auto turret range and blind spot: a 180 degree detection arc and roughly 30 metres of reach
A turret sees half the world, thirty metres deep. The other half is free.

The auto turret has four exploitable weaknesses, and none of them cost sulfur.

1. It only reaches about 30 metres

Thirty metres is roughly ten square foundations. On open ground that is nothing. Stand at 35 metres with a bolt action and the turret is a decoration. This is why turrets on the outside of a base in flat terrain are usually a donation rather than a defence.

2. It cannot see behind itself

The turret detects in a 180 degree arc set at placement, even though it can rotate a full 360 to fire. Approach from the rear half and it does not know you exist. It will only spin round on you if you shoot it first, and by then you should already be close enough to hammer it.

3. It runs out of ammo, and it wastes it

A turret has an internal magazine the size of whatever gun is in it, and it has to reload when that magazine empties. Worse for the defender, the turret will happily dump rounds at a player who is half hidden behind cover, and its shots lag behind a moving target. Running tight circles around a turret is a genuine, well known way to empty it. Once the magazine is dry and nobody is home to refill it, the turret is scenery.

4. Power is a single point of failure

No power means no turret. Wind turbines, solar panels and batteries are all destructible, and they are usually outside the strongest part of the base because they need height or sky. Killing the power supply is often cheaper than killing the twelve turrets it feeds.

What it shoots straight through This one cuts both ways. A turret will fire through prison cell gates and walls, chainlink fence and fence gates, floor grills, window bars, half walls, low walls, and any twig building piece. Defenders use that to put a turret somewhere raiders cannot easily hit it. Raiders should assume that a chainlink fence is not cover.

Where to place an auto turret

Rust auto turret placement covering a base doorway from behind cover
Behind cover, covering one lane, with only the barrel exposed. That is the whole trick.

Placement is worth more than the gun you put in it. Every good Auto Turret Rust position follows the same three rules: cover exactly one approach, keep the turret body protected, and make sure a raider has to enter the arc before they can hit the turret.

  • Behind window bars or a prison cell gate. The turret shoots through both. The raider has to break the wall to reach the turret, and gets shot the entire time they try.
  • Above a doorway, angled down. Height keeps it out of melee reach and forces a raider to shoot upward from inside the arc.
  • In the loot room, facing the last door. The final turret should be the one with your best gun in it. If somebody gets that far, damage is all that matters.
  • Covering a garage door or airlock. Tight spaces are where a Spas-12 turret goes from mediocre to horrifying.
  • Never in the open on a roof edge unless you accept it as bait. An exposed turret is 400 scrap of loot to anyone with one incendiary rocket.
The turret keeps your gun When a turret dies, whatever gun and ammunition were inside it are gone. Nobody puts an M249 in a turret on an outer wall twice. Match the gun to the survivability of the position, not to what looks impressive.

Auto turret vs shotgun trap, flame turret and SAM site

Rust auto turret compared with the SAM site, flame turret and shotgun trap
Four defensive deployables, four completely different jobs.
DeployableHPPowerOutpost priceWhat it is actually for
Auto Turret1,00010 rW~400 scrapGeneral purpose base defence out to 30 m, any gun, authorised list
SAM Site1,00025 rW~500 scrapAircraft and incoming MLRS rockets only. It will not touch a player on foot.
Flame Turret300None~250 scrapTrap bases and tight corridors. Burns low grade in a roughly 30 degree cone.
Shotgun Trap300None~150 scrapCheap airlock and trap base cover. Handmade shells, no electricity needed.

The important distinction is that a SAM site is not a turret substitute. It only targets air vehicles like the minicopter, scrap helicopter and hot air balloon, plus MLRS rockets. Three SAM sites is the usual recommendation for full MLRS protection. It costs 25 rW, more than double a turret, and does nothing at all about the person with a satchel at your door.

Shotgun traps and flame turrets need no power whatsoever, which makes them the correct early wipe answer while you are still farming for a Targeting Computer. At 300 HP each they die fast, but at 150 scrap they are meant to.

Five mistakes that get your turret farmed

Almost every Auto Turret Rust failure comes down to one of these five, and four of them are free to fix.

  1. Forgetting to authorise the team. Tool cupboard authorisation means nothing to a turret. Every player, every turret, by hand. This kills more teammates than raiders do.
  2. Budgeting 10 rW instead of 11. The output slots each cost a rW. Four turrets with alarms need 44 rW, not 40, and the failure is silent.
  3. Building past twelve. Anything beyond 12 powered turrets in a 40 metre radius glows blue and shoots nothing. Wire the extras through a Smart Switch instead.
  4. Picking a turret up repeatedly without repairing. Each pickup costs about a third of its health. Repair at a bench for 6 HQM before redeploying.
  5. Putting your best gun in the most exposed turret. The outer turret dies to a 300 sulfur incendiary rocket, and your AK goes with it. Custom SMGs go outside, M249s go in the loot room.

Turrets, batteries and 400 scrap all reset on force wipe. Know exactly how long your electrical setup has left.

Check the next Rust force wipe

Auto Turret Rust FAQ

How much power does an auto turret need in Rust?
Ten rW to run. Eleven rW if you wire any of the three output slots, because Has Target, Low Ammo and No Ammo each cost 1 rW to push a signal. Budget 11 rW per turret and your circuits will never fail silently.
How much health does an auto turret have?
One thousand health, the same as a SAM site and an armored door. It has very little melee resistance for a metal deployable, so a hatchet does around 20 damage per swing and roughly 50 swings will destroy an unpowered one.
What is the cheapest way to destroy an auto turret in Rust?
Seven molotov cocktails for 350 low grade fuel and zero sulfur, in about 24 seconds. If you want a sulfur answer, seven cannonballs cost 105 sulfur, or one incendiary rocket costs 300 sulfur and does the job in a single shot.
How many rockets for an auto turret?
Four plain rockets, which is 5,600 sulfur, or only three high velocity rockets for 600 sulfur. HV rockets do 345 damage to a turret against a plain rocket’s 312.5, so they are both cheaper and stronger here. Never use plain rockets on a turret.
How many C4 for an auto turret?
One. A timed explosive charge does 1,100 damage against 1,000 health, so it is a guaranteed one shot. At 2,200 sulfur it is also enormous overkill when two satchels cost 960 and seven molotovs cost nothing.
How many satchels for an auto turret?
Two satchel charges, 960 sulfur, in about 10 seconds. Each satchel does 550 damage, so one leaves the turret on 450 health and still shooting.
How many bullets to destroy an auto turret in Rust?
Explosive 5.56 does 9.008 damage per round to a turret, so 112 rounds and 2,800 sulfur. Plain rifle ammo is worse. Guns are a poor answer against turrets, which is why fire and explosives are the standard route.
How many arrows to break a turret in Rust?
Fifty eight fire arrows from a hunting bow, at roughly 17.4 damage each, taking about 1 minute 9 seconds and costing zero sulfur. Plain wooden arrows are far less efficient and are not worth the time.
How many F1 grenades for a turret in Rust?
Ten F1 grenades, which is 600 sulfur, in about 14 seconds. That matches high velocity rockets on sulfur cost, so use whichever you already have.
What is the range of an auto turret in Rust?
Roughly 30 metres, which is about ten square foundations. It detects in a 180 degree arc facing the direction you were standing when you placed it, though it can rotate a full 360 degrees to fire once it has a target.
What is turret interference in Rust?
A limit added in the Solid Foundations update on 5 October 2023. Only 12 powered turrets will function within a 40 metre radius of each other, set by the convars sentry.maxinterference and sentry.interferenceradius. A thirteenth turret powers on, glows blue and acquires no targets.
What is the best gun for an auto turret in Rust?
The M249 with incendiary 5.56 at 606.7 DPS and a 100 round belt, but it is loot only. The best craftable option is the MP5A4, which matches an assault rifle for damage on much cheaper pistol ammunition.
Can you buy an auto turret at Outpost?
Yes. The Outpost weapons vending machine sells a complete Auto Turret for a base price of around 400 scrap, with no blueprint required. Dynamic vendor pricing moves that figure with server supply and demand, so expect it to drift.
Do auto turrets shoot people authorised on the tool cupboard?
Yes. The turret keeps its own authorised list and completely ignores tool cupboard authorisation. Every teammate has to walk up to each turret and be added individually or the turret will shoot them.
Can an auto turret shoot through a prison cell gate?
Yes. A turret fires straight through prison cell gates and walls, chainlink fence and fence gates, floor grills, window bars, half walls, low walls and any twig building piece. That is the standard way to protect the turret body while keeping its line of fire.
How do you get an auto turret in Rust?
Craft it with 1 Targeting Computer, 1 CCTV Camera and 10 High Quality Metal at a Workbench Level 2, buy one at Outpost for around 400 scrap, or loot one whole. A hackable Locked Crate has a 16 percent chance of 1 to 3 turrets.
What does an auto turret recycle into?
A standard monument recycler returns 6 High Quality Metal guaranteed, plus a 60 percent chance each at the CCTV Camera and the Targeting Computer. A safe zone recycler at Outpost or Bandit Camp returns 4 HQM and 40 percent chances instead.

Sources

  • Facepunch Rust Wiki, item page for autoturret, for craft cost, research cost, recycle output, repair cost and power consumption.
  • Facepunch Rust Wiki item pages for the M249, Assault Rifle, MP5A4, Custom SMG, Spas-12 and Bolt Action Rifle, for the per ammunition DPS figures.
  • RustClash Rust Wiki auto turret durability table, for per hit damage, quantity, time and sulfur on every explosive and fire tool, plus the loot table drop rates.
  • RustClash entity pages for the Targeting Computer, CCTV Camera, SAM Site, Flame Turret and Shotgun Trap, for component drop rates and comparison stats.
  • Facepunch news post Solid Foundations, 5 October 2023, for the turret interference mechanic and its convars.
  • Facepunch news post Modular Turrets, 6 February 2020, for the change that let turrets accept any projectile weapon.
  • The Rust Electrical Handbook at rustrician.io, for the 10 rW plus 1 rW output figure, the 180 degree arc, the 30 metre range and all battery capacities and runtimes.
  • Rust Wiki (Fandom) Auto Turret page, for the peacekeeper hostility rules, the pickup health penalty and the pass through list.
  • Corrosion Hour, RUST Outpost Vending Machine Loot Tables, for the 400 scrap Outpost price and the shotgun trap, flame turret and SAM site prices.
  • The whenisforcewiperust.com Rust raid calculator, for cross checking explosive counts and sulfur costs.