### Gauss

Gauss deals damage via two modes - a standard damage shot that reloads fairly quickly and a high-power super shot that inflicts major damage to the enemy. Capable of splash damage like its close cousin Thunder, Gauss can easily steal kills and blow tanks up in the proximity. However, the deadliest advantage of this turret is that there is no lock-on laser, allowing it to fire super shots in quick succession and earn the title of "SNEAK 100".

### Description in Garage

A long-range turret equipped with explosive shells that can hit several tanks at the same time. Holding down the firing button engages the electromagnetic accelerator, which makes it possible to fire at remote targets.

The «Gauss» cannon was born in the garages of tankers who were looking for ways to increase the effectiveness of Thunder against snipers. They discovered that winding the barrel's superconductor wire gives the shots a tremendous acceleration due to the effect of electromagnetism. A projectile fired in this way has a similar range to a Railgun shot, and delivered a particularly loud bang. This "homemade" modification of Thunder, paired with a modern aiming and tracking system, gave birth to the «Gauss» cannon — the most mobile sniper on the battlefield. As the shooter evades enemy fire at full speed, the «Gauss» guiding system independently makes an accurate shot at the optimal moment. A distinctive feature of this turret is the antennas, which extend while the electromagnetic accelerator is preparing for the shot. The turret has been nicknamed "big-eared sniper" due to its peculiar appearance.

**Damage sniping mode (hp)**- The damage that can possibly be dealt to an enemy tank when in sniping mode (done by charging up a full sniper shot)**Regualr damage arcade mode (hp)**— The amount of damage dealt to an enemy tank when in arcade mode (i.e. not in sniping mode, shooting like one would with Smoky or a similar weapon).**Critical damage arcade mode (hp)**- the damage dealt to an enemy tank per critical hit of the turret within the critical damage splash radius.**Impact force sniping mode**— The maximum potential physical impact of a turret's projectile on enemy tanks when hitting them with full charge in sniping mode. The impact force increases steadily from the impact force in arcade mode to its maximum.**Explosion impact sniping mode**— The physical impact on enemy tanks in the damage radius from projectile's impact point in sniping mode.**Recoil sniping mode**— The physical impact of the turret upon its own tank when shooting in sniping mode.**Impact force regular mode**— The physical impact of a turret's projectile on enemy tanks upon contacting them with a standard arcade mode shot.**Explosion impact regular mode**— The physical impact on enemy tanks in the damage radius from projectile's impact point in regular mode.**Recoil regular mode**— The physical impact of the turret upon its own tank when shooting in regular mode.**Reload time regular mode (sec)**— The time in seconds required to reload the turret so it may fire again in regular mode.**Reload time sniping mode (sec)**— The time in seconds required to reload the turret so it may fire again in sniping mode.**Aiming time (sec)**— The amount of time required for the targeting to be pointed at another tank in order to lock on and fire in sniping mode. If the circular green reticle disappears, but the red, box-like reticle stays active, the aiming time is paused. If the red, box-like reticle disappears, then the target is lost and the aiming time resets.**Rotation speed (deg/sec)**— This is the maximum speed that the turret can rotate at.**Rotation acceleration (deg/sec²)**— The acceleration of the turret reaching its maximum rotation speed.**Range of min damage regular mode (m)**— The distance at which the turret's damage stops decreasing. If the distance to the target is greater, damage will be dealt according to weak damage parameter.**Range of max damage regular mode (m)**— The distance at which the turret deals its full damage. If the distance is greater than the max damage range, the damage constantly decreases until a tank passes the minimum damage range.**Max critical chance (%)**- The highest possible chance of a critical hit on a shot.**Critical chance step (%)**- The amount the chance to land a critical increases with each regular damage-dealing shot. Becomes 0% once the max critical chance is reached.**Weak damage regular mode (%)**— The percentage of normal damage dealt to an enemy at distances larger than minimum damage range.**Aiming recovery time (sec)**— The amount of time, if the circular green reticle is removed due to losing sight of a target, that the second red reticle will remain on-screen to maintain lock-on progress.**Projectile speed regular mode (m/sec)**— The invariable speed that a projectile shot from Gauss travels.**Projectile radius (m)**— The invariable radius of the shot from its core to its outer surface.**Range (m)**— The maximum distance that the shot can reach.**Max splash damage radius regular mode (m)**— The distance from the projectile's impact point at which enemy receives maximum damage. If the distance to the target is greater, the damage constantly decreases until the minimum damage radius.**Average splash damage radius regular mode (m)**— The average radius of the splash damage for every shot.**Min splash damage radius regular mode (m)**— The distance from projectile's impact point at which enemy receives minimum damage. If the distance to the target is greater, damage will not be dealt.**Average splash damage regular mode (%)**— The percentage of normal damage dealt when a tank is within the Maximum damage radius but does not hit the projectile.**Weak damage splash damage regular mode (%)**— the % or normal damage dealt at a distance from the projectile's impact point, equal to minimum damage radius.**Max splash damage radius sniping mode (m)**— The distance from the projectile's impact point at which enemy receives maximum damage. If the distance to the target is greater, the damage constantly decreases until the minimum damage radius.**Average splash damage radius sniping mode (m)**— The average radius of the splash damage for every shot.**Min splash damage radius sniping mode (m)**— The distance from projectile's impact point at which enemy receives minimum damage. If the distance to the target is greater, damage will not be dealt.**Average splash damage sniping mode (%)**— The percentage of normal damage dealt when a tank is within the Maximum damage radius but does not hit the projectile.**Weak damage splash damage sniping mode (%)**— the % or normal damage dealt at a distance from the projectile's impact point, equal to minimum damage radius.**Auto-aim upwards (deg)**— The angle range that auto-aim will effect if a target is above the turret's horizontal plane.**Auto-aim downwards (deg)**— The angle range that auto-aim will effect if a target is below the turret's horizontal plane.**EMP duration**- The number of seconds the EMP status effect is active to an enemy after a sniper shot.**EMP radius**- The radius where the EMP status effect affects.**AP duration**- The number of seconds the AP status effect is active to an enemy after a sniper shot.**AP radius**- The radius where the AP status effect affects.

### Augments

Standard | Electromagnetic salvo | Armor-Piercing Salvo | Adrenaline |
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### Modules

Owl | Spectrum | Armadillo |
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### Skins

Gauss Standard | Gauss Prime | Gauss XT | Gauss Ultra |
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### Shot Effects

Standard | VioleNt |
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### Interesting Facts

- This turret was added to the game on June 7, 2019, during a special live broadcast.
- Gauss Prime was crafted especially for virtuoso snipers who are skillful enough to tame the «big-eared devil». Looks cool and dangerous.
- Gauss XT was added into the game on March 20, 2020, along with its VioleNt shot effect and the new «Electromagnetic Salvo» alteration. The addition of Gauss XT completed the collection of XT skins.