Reticule Research AA Repulsor Cannon

Usage
The AA Repulsor is usually a supplementary weapon with devastating effects even when alone. As the description implies, it should be placed upright, ideally with a medium-sized platform. Due to its limited depression, surrounding it with blocks is less of an issue, as it has limited depression, preventing it from aiming at grounded targets anyway. Techs armed with this block should be ideally fitted with other blocks to counter enemies it cannot hit.

The weapon's utility is generally limited due to the shortage of aerial foes, though when pitted against them (particularly Better Future's hovering techs) the receiving end will be toppled. With its large splash radius and time-fused projectiles fired in rapid bursts (not to mention the already short burst delay), the high combined impulse force can easily disrupt ones that are not properly equipped with Gyroscopes and/or knock them away, giving other weapons more time to respond. This is beneficial if one seeks to escape from foes or to buy time for weapons to aim/reload. Bear in mind that it might push anti-gravity techs farther and out of range, as the weapon's attacks drain very little energy and the impulse prevents other weapons from easily hitting it. Regardless, it works wonders for keeping enemies at bay.

Trivia

 * It was one of the oldest blocks in the entire game, existing prior to the RR rebrand. It is also extremely infamous before the 1.4.3 Update, as prior to that, the weapon is bugged and cannot aim at targets correctly.
 * As of that version, enemy techs cannot use the weapon, with the exception of Atom's Turret during A Perilous Prototype.
 * It generates the strongest impulse out of every weapon in the entire game, at 20000 per attack.
 * Its turret has one of the highest rotating speeds out of every avaliable weapon.
 * Its projectiles have an incredibly short lifetime.
 * It is technically possible to mount it everywhere on a tech, although this requires the cab to be repositioned after attaching thr weapon. The weapon's targeting will, however, bug out and malfunction as a result.
 * Although the weapon supposedly fires an EMP charge, it does not actually disable the enemy tech's systems. In real life, EMPs do the total opposite: Generally little damage physically, but the pulse instead overloads and fries all electrical systems in the opponent's equipment, rendering them useless.
 * Real-Life AA Guns generally fire explosive time/proximity-fused munitions to maximize the chances of damaging enemy aircraft. In TerraTech, the rounds function similar but with less damage and significantly more knock-back instead.