Gauss deals damage via two modes  a standard damage shot that reloads fairly quickly and a highpower 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 lockon laser, allowing it to fire super shots in quick succession and earn the title of "SNEAK 100".
Description in Garage
A longrange 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 "home made" 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 "bigeared sniper" due to its peculiar appearance.
Gauss  
Rank Available From  
Price of Modification  
Min damage sniping mode (HP)  
Max damage sniping mode (HP)  
Min damage regular mode (HP)  
Max damage regular mode (HP)  
Impact force sniping mode  
Explosion impact sniping mode  
Recoil sniping mode  
Impact force regular mode  
Explosion impact regular mode  
Recoil regular mode  
Reload time regular mode (sec)  
Reload time sniping mode (sec)  
Aiming time (sec)  
Rotation speed (deg/sec)  
Rotation acceleration (deg/sec²)  
Range of min damage regular mode (m)  
Range of max damage regular mode (m)  
Weak damage regular mode (%)  
Aiming recovery time (sec)  
Projectile speed regular mode (m/sec)  
Projectile radius (m)  
Range (m)  
Max splash damage radius regular mode (m)  
Avg splash damage radius regular mode (m)  
Min splash damage radius regular mode (m)  
Avg splash damage regular mode (%)  
Weak splash damage regular mode (%)  
Max splash damage radius sniping mode (m)  
Avg splash damage radius sniping mode (m)  
Min splash damage radius sniping mode (m)  
Avg splash damage sniping mode (%)  
Weak splash damage sniping mode (%)  
Autoaim upwards (deg)  
Autoaim downwards (deg) 
 Min damage (HP) — The minimum damage dealt to an enemy tank per one shot of the turret within the range of max damage.
 Max damage (HP) — The maximum damage dealt to an enemy tank per one shot of the turret within the range of max damage.
 Impact force — The physical impact of a turret's projectile on enemy tanks upon contacting them.
 Explosion impact — The physical impact on enemy tanks in the damage radius from projectile's impact point.
 Recoil — The physical impact of the turret upon its own tank when shooting.
 Reload time (sec) — The time in seconds required to reload the turret so it may fire again.
 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 max damage (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.
 Range of min damage (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.
 Weak damage (%) — The percentage of normal damage dealt to an enemy at distances larger than minimum damage range.
 Max damage radius (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 (m) — The average radius of the splash damage for every shot.
 Average splash damage (%) — The percentage of normal damage dealt when a tank is within the Maximum damage radius but does not hit the projectile.
 Min damage radius (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.
 Weak damage splash (%) — the % or normal damage dealt at a distance from the projectile's impact point, equal to minimum damage radius.
 Autoaim upwards (deg) — The angle range that autoaim will effect if a target is above the turret's horizontal plane.
 Autoaim downwards (deg) — The angle range that autoaim will effect if a target is below the turret's horizontal plane.
Protection Module and Icon
Owl  name of the module that protects against Gauss.
Skins
Gauss Prime  Gauss XT  Gauss Ultra 



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 «bigeared 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.