|Level 1||Level 2||Level 3||Level 4||Level 5|
|Level 6||Level 7||Level 8||Level 9||Level 10|
|Level 11||Level 12||Level 13|
|Icon||Name||Size||Power Consumption||Stat Enhancement||Projectile Speed|
|Volley||System Damage||AP Damage||Shield Damage||Crew Damage||Direct Hull Damage|
|Level||Reload Time||Upgrade||Ship Level Required|
The Bolter (Originally Turret) is a 2x2 weapon room unlocked at level two. It's the first Ballistic weapon unlocked and the only weapon room in the regular shop that consumes one power maximum. The Bolter's bullet does 0.5 damage to systems, crew, and shields.
The Bolter is pretty weak by itself, with two Bolters only doing one damage collectively. However, if you pair the Bolter up with energy weapons such as Mineral Mining Lasers, it can add decent firepower for only a small amount of power. However, the Bolter's main downside is its one maximum power. Hull damage is almost always guaranteed when the Bolter is targeted by focused fire. Thus, Armor and man the Bolter WELL!
When To Use
The Bolter is mainly suited towards early level players. When starting out, the extra firepower can be helpful in taking down the enemy shields. Since everyone you fight is mostly new players as well, you don't have to worry about people targeting your Bolter. However, some players begin to eliminate the Bolter to reduce vulnerability as early as ship level 4, and most players replace it with the Plasma Phaser by ship level 7.
There really isn't any magic AI for the Bolter, just make sure it targets the same room all your other weapon rooms target. Also, the Bolter is categorized as a "Laser Room" in AI coding.
The Bolter is buffed with the Weapon stat on crew. The formula used with this stat can be found here.
Ballistic Rooms: Bolter • Railgun