I'm a little hungover today, so I made this machine to do the punching for me. Let me know how it goes.

Turreteer is a minion-wielding archetype much like Tamer or Overlord. Turrets are relatively strong and require no additional expenditure of actions to control once they're out, but are also stationary and highly attack-focused. If your turret mostly manages to avoid any wear and tear, however, you can reclaim it and get back its deployment cost. This makes this archetype more interesting to those who'd like the extra assistance in combat without straining their budget.

Turreteer Create automatic attackers.
caret-right Duraturret Easier to reclaim.
caret-right Mechanized They act at full speed.
caret-right Systems Upgrade Better striking.
caret-right Turret Catalogue You've got options.
caret-right Utiliturrets Do things other than attack.

Turreteer

Offense plus-circleSentry Device: By spending an action, you may deploy a turret to any adjacent space. Turrets are semi-creatures that attack independently under your control. You can set up multiple turrets at a time if desired.

plus-circleTurret Stats: Every turret you deploy has the same statistics. Your turrets' level is equal to half of your own level (round fractions down), and every other time you level up your turrets do too. Just like a creature, a turret has one archetype/ability per level it has. You can freely give turrets levels in the Adamant and Steadfast archetypes, plus levels in any weapon-using archetype that has been unlocked in your campaign world. You also determine your turrets' combat ratings (Melee, Remote, Whelm). Your turrets are the same size category that you are.

minus-circleNonstandard Weaknesses: Turrets cannot take or benefit from weaknesses in order to gain free archetypes or abilities the way that creatures can. The weaknesses system simply isn't built with them in mind.

minus-circleResource Leech: If an action made by a turret has a resource (Provisions, Supplies, Mojo) cost, it must be paid by you instead. Turrets have no resources of their own.

minus-circleRestricted Actions: Turrets can only take one action per round instead of the normal two, and the only actions they can take are weapon attack actions. Turrets can never move from the space they are deployed into under their own power by any means, but they can be picked up and carried by other creatures.

minus-circleSupplies: Deploying a turret always costs 1 Supplies.

plus-circleReclaim: As an action, you can reclaim any adjacent turret that you personally deployed. Reclaiming a turret removes it from the game and refunds the 1 Supplies used to deploy it.

minus-circleWorn Out: If a turret lost 1 or more points of Energy during a conflict (due to being attacked or whatever), you cannot reclaim it.
caret-right Alternative plus-circleDeep Customization: You can give your turrets levels in any archetype in the game (except Turreteer, Vehiclist and anything else your referee wants to veto because it doesn't make any sense- coming up with a semi-plausible reason is key). This is most often used to give turrets enhanced attacking abilities, such as via Striker or an elemental archetype.

minus-circleKeystone Consumption: If you wish to give your turrets a level in any archetype other than Adamant, Steadfast, or weapon-using archetypes, you must use an appropriate keystone to do so. You only need to use one keystone to apply this benefit to all your turrets.
caret-right Alternative plus-circleLong-Range Setup: You can deploy your turrets to anywhere within throwing range (0-10 meters) instead of only into adjacent spaces.

minus-circleHeavy Sonsabitches: Throwing out a turret instead of just setting it down causes you to lose 1 Energy.

Duraturret

Protection plus-circleTougher Parts: You can reclaim any turret that never lost any Flesh, instead of only turrets that never lost any Energy.

Mechanized

Utility plus-circleSmooth Movements: Your turrets can make two actions per round instead of only one, just like a creature can. Double-attacking carries an Energy cost as normal, which can prevent a turret from being reclaimable.

Systems Upgrade

Offense plus-circleTarget Definition: All your turrets gain the Striker archetype for free. This does not count against their normal limit of one archetype/ability per level.

plus-circleScaling Improvement: When you attain level 10, your turrets all gain an advanced ability from the Striker archetype of your choice. They gain an additional advanced ability per 5 levels you gain after that.
Utility plus-circleBundled Munitions: The single first time any given turret would consume a point from a resource (Provisions, Supplies, Mojo) they don't and the consumption is ignored. This benefit resets at the beginning of each exploration turn.

Turret Catalogue

Utility plus-circleMore Options: Make four different turret loadouts instead of only one. All four must follow the standard rules (half your level, non-standard weaknesses, restricted free archetypes, etc) but can have different archetypes, abilities, and combat ratings as you see fit. Every time you deploy a turret, it can be any of the four types you have available that you want.

minus-circleSeparate Customization: If you use a keystone to give one of your turret types a non-standard archetype level, it only applies to that individual turret type. If you want to give a non-standard archetype level to a different type of turret you'll need a new keystone, even if it's the exact same archetype.

Utiliturrets

Utility plus-circleMulti-Purpose: Your turrets can take any actions they are capable of instead of being confined only to attacking- for example, a turret with a level in Healer could heal allies. Even if you have given them no other special moves via appropriate archetype levels, this allows your turrets to at least make grab actions and recovery actions.

minus-circleMovement Still Forbidden: Your turrets still cannot make any movement actions or make movement as part of other actions. They're stationary.