Turret (Defensive Position)

''This page is about turrets found in fixed locations throughout both games. Were you looking for the skill used by Division agents?''

Turrets are defensive structures, locking down on a target and firing upon them. Depending on the faction controlling it, they can either attack or help players.

Last Man Battalion Turrets
LMB Turrets have a long barrel, a red laser and two sensors attached to it, as well as a large casing that contains the turret's ammunition. They are commonly found in locked LMB territories, and LMB missions like General Assembly and Queens Tunnel Camp.

One can see if an area is under the defense of an LMB turret if they see a red laser scanning a fixed area. Once detected a hostile target, the laser would disappear and one of the sensors would flare up, before firing three heavy rounds at the target, staggering them out of cover and dealing heavy damage with each shot. However, targets can move into cover and recover when under attack, as there is a brief pause on firing between each volley.

LMB Turrets are usually controlled via an electronic device; this can be a military laptop, a locally connected control panel, or (in the case at the United Nations Building) a Master Turret Control.

SHD Resistance/Last Stand Turrets
SHD Turrets are smaller, sleeker turrets when compared to the LMB Turrets: using one sensor, a shorter barrel, and a silver/white body. SHD Turrets are made to be more mobile than conventional turrets; when fully disabled, they are contained in a grey SHD Stash box. They can only be activated by an official Division agent (Loyal or Rogue).

When locking on a hostile, a blue laser will be pointed at the target and the turret will continually fire machine gun rounds at that targeted hostile. While not as powerful at LMB Turrets, SHD Turrets are much more accurate and, because of the continuous machine gun fire, they have the ability to suppress a hostile.

Though they aren't as durable as other turrets. Once a SHD turret takes enough damage, it will retract into its Stash box. Agents will need to donate SHD Tech in order to fix and operate the turret again.

Dark Zone Checkpoint Turrets
Checkpoint Turrets take the same design of the SHD Turrets from Resistance and Last Stand modes of the first game. Their priority is to guard the checkpoints of the Dark Zones.

There are two different types of turrets: one uses a blue laser and uses shock bullets to shock any nearby hostiles, while one with a yellow laser shoots machine gun bullets.

While the turrets attack any hostile that try to approach it, their main objective is to keep Rogue/Manhunt Agents from camping at the checkpoint and protect any Agents that are entering the Dark Zone. These turrets are powerful, and any hostile agent caught in radiance of these turrets will almost certainly go down.

In Occupied Dark Zones, Checkpoint Turrets are disabled.

Auto Cannon
The auto cannon is a manually controlled turret used by the True Sons as a means of protecting their stronghold, the Capitol Building. The auto cannon is massive in size: requiring large construction gear to make it operational and has a large machine gun belt connected on its left side. In traditional fashion, the auto cannon fires High Explosive rounds rather than traditional machine gun bullets.

During the Capitol mission, the auto cannon doesn't pose a threat to Agents; instead it just fires blindly in the background. Once the Agent(s) get off the Capitol grounds and into the outer complex, the True Sons get off the device, instantly shutting it down. An Agent then uses the cannon to create an opening to the Capitol.

Black Tusk Turrets
Turrets used by Black Tusk that are used to defend highly valuable positions during Black Tusk missions. Black Tusk turrets are medium in size, have a short barrel, a laser sensor on the left of it and a machine gun belt attached to it on the right.

When in a Turn-Off mode, the turret rests in a white metal casing with the Black Tusk logo printed on the side of it. When in a Standby mode, these turrets will scan the area with a yellow laser. When an agent comes into contact, the turret will lock on their location with a red laser. Black Tusk Turrets act similar to the SHD Turrets: continuous machine fire that is highly accurate. Though, these turrets won't do much damage so much as the targeted agent is in proper cover.

Unlike other turrets in the game, Black Tusk turrets are not self-powered - they require a separate generator in order to function. The most common method of disabling these turrets is shooting out the attached generator, effectively forcing the turret back in it's metal casing. Another method of disabling these turrets is by using an attached laptop near by.

Prison Complex Turrets
Turrets used by the Rogue Agent Theo Parnell as a defensive measure in the prison complex he and the Rikers were hiding out in. Once used by the Division at the checkpoints of the New York Dark Zone, these turrets were maliciously altered and compromised by Parnell. They are only found in the ending of the mission, where they are used as a last resort against the attacking SHD agents.

The turret body inside the SHD Stash box has been replaced entirely: rather than the standard SHD turret bodies, those have been replaced with the Black Tusk turret bodies (which were either lent to Parnell from the Black Tusk or stolen by Keener). Because of the fact that these turrets are not self powered, the Stash box received a modification to accept power from a diesel powered generator that was placed underneath the Stash box.

Agents must compromise and destroy the diesel generators of these turrets in order to disable them.

Cleaner Flame Turrets
Turrets used by the Cleaners as a means to defend themselves in Roosevelt Island when Jupiter was hiding out there. The turrets were seemingly stolen from the Black Tusk, and therefore are almost identical with each other, with several differences: Much like the traditional Black Tusk turrets, the Cleaners' flame turrets require a separate generator to power them. Shooting out these generators is the only way to disable the turrets.
 * A yellow caduceus is painted over the Black Tusk symbol.
 * The turret is rigged with a fuel canister instead of a machine gun belt.
 * The yellow laser sensor is removed and replaced with a igniter on the turret barrel.