Every tanker owns one, even if it's just an Mk1 modification that can only excel at collecting dust in the Garage. The most comparable turret to those used on legitimate military vehicles, Smoky is your basic peashooter: tap the space bar, let off a shot, wait a moment to reload, rinse, repeat. Occasionally when firing, a shell impacting another tank will produce a cloud of sparks and electric discharge, indicating a 'critical hit'  a shot that deals considerably more damage than a typical round would, and that stays fixed at a certain value. This means that a critical hit will not decrease in damage once past the maximum or minimum range. These occur primarily by chance but are known to function on a percentagebased gauge that fills with each shot hitting a target.
Description in Garage
Mediumrange turret. Can randomly deal increased damage. Universal weapon with fast reload.
Legendary tank turret, made widely popular by how affordable and simple to maintain it is. Install it on a fast hull and slide between shocked enemies, as you destroy each unwieldy heavy tank one by one. It’s good to remember that damage of this turret drops depending on the distance from the target, and for such occasions payload of the turret has highexplosive rounds, effective at any distance. So far no mechanic has managed to load the rounds into the mechanism properly. Because of that, each time tanker fires a shot, it’s impossible to know which round will be used, but on the other hand tanker’s enemies won’t know either when a huge surprise hits them from far away.
Smoky  
Rank Available From  
Price of Modification  
Min damage (HP)  
Max damage (HP)  
Impact force  
Recoil  
Reload time (sec)  
Rotation speed (deg/sec)  
Rotation acceleration (deg/sec²)  
Range of max damage (m)  
Range of min damage (m)  
Critical damage (HP)  
Critical chance (%)  
Critical chance Step (%)  
Displaying the sight mark distance (m)  
Max number of ricochets  
Range (m)  
Max Ricochet angle  
Initial/Minimum critical chance (%)  
Maximum critical chance (%)  
Projectile speed (m/sec)  
Weak damage (%)  
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.
 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.
 Critical damage (HP) — The damage dealt to an enemy tank upon being impacted with a critical hit. Unlike normal shots, the damage that a critical hit deals will not decrease after passing the maximum or minimum damage ranges.
 Critical chance (%) — The approximate chance of dealing critical damage to an enemy tank, averaged over many shots.
 Critical chance step(%) — The amount the chance of the next shot being increases with each regular shot. This is the parameter that gives higher modifications a higher overall critical chance, and allows them to hit criticals sooner.
 Weak damage (%) — The percentage of normal damage dealt to an enemy at distances larger than minimum damage range.
 Initial Critical chance (%) — The probability of making a critical shot straight after you respawn.
 Minimal Critical chance (%) — The probability of making a critical shot straight after one. This means you need to land a few more hits to make a critical shot. Same as Initial Critical chance.
 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
Dolphin  name of the module that protects against Smoky.
Skins
Smoky XT 

Older version of the turret 

The Critical Hit
The crackling electricity, the large yellow (or likely red) number that appears above your target, and maybe even a dangerous status effect  all of these tell you you've just landed a Critical Shot. But when will it happen? Here's an explanation of what's going on:
 Right after you spawn, you begin with the Initial Critical Chance. This chance is 50%, meaning that it is impossible for the first shot to be a critical.
 Every time you hit an enemy with a regular shot, the chance of the next shot being critical increases by the Critical Chance Step. The maximum critical chance is 50%, so once the chance reaches 50%, it will stay there until you get a critical.
 This means that there is no guaranteed maximum number of shots before a critical, though long streaks are unlikely.
 Once you hit an enemy with a critical shot, the critical chance for the next shot drops back down to the "Minimum Critical Chance," which is the same as it was initially: 50%.
The exotic Sorted Ammunition Augment works by cleverly tweaking the starting and step values to hit a critical every fourth shot:
 Initial Critical Chance with Sorted Ammunition: 200%
 Critical Chance Step with Sorted Ammunition: +100%
This gives the following results:
 First shot is 200% (no crit)
 Second shot is 100% (no crit)
 Third shot is 0% (no crit)
 Fourth shot is 100% (critical) and resets the chance to 200% for the next shot.
Interesting Facts
 On February 13, 2011, Smoky XT  a turret that looked like Smoky but with a huge amount of damage was added into the game. Two days later, it got an extra buff to its damage. However, it was removed soon after.
 December 17, 2012, marked an important day in this turret's history. It was the day on which Smoky got its electrifying critical hit  a random shot that delivered a staggering amount of damage to the enemy.
 On September 10, 2018  Smoky XT skin was added to the game which was available for purchase for a limited time period in the shop. Currently, it can be obtained only through containers.