Thunder
A close relative of Smoky, Thunder has similar function in terms of shelled projectiles fired at an infinite range with diminishing power, but there are a few factors that allow it to stand out from its older sibling. Thunder shoots at a much slower rate, but it has incredible power at medium ranges, a solid middle ground between the aforementioned peashooter and Railgun. The more notable feature of this weapon are the shells' nasty habit of fragmenting violently upon impact, dealing considerable damage in a radius around the target. This makes Thunder an excellent choice when playing on singlepoint CPs, as it can concentrate its fire near the point and injure several tanks at once from a distance. Just keep a fair distance between your opponents, lest you wind up hurting yourself with your own explosive splash.
Description in Garage
This mediumcaliber turret was designed based on the experiences gained from the usage of the legendary Smoky turret. It is the best choice for those who enjoy dynamic battles. Its ammunition consists of highexplosive, armorpiercing shells of a new generation that can damage multiple tanks standing in close proximity. However, this splash damage feature can be a severe disadvantage to the inexperienced or careless user. Its considerably fast reload time gives this turret an undeniable advantage over heavy tanks. Equipped on a fast hull, Thunder can be deadly in the right hands.




Available from  
Price of Modification  
Min damage (HP)  
Max damage (HP)  
Impact force  
Explosion impact  
Recoil  
Reload (sec)  
Rotation speed (deg/sec)  
Rotation acceleration (deg/sec²)  
Range of max damage (m)  
Range of min damage (m)  
Weak damage (%)  
Max splash damage radius (m)  
Min splash damage radius (m)  
Weak splash damage (%)  
Autoaim upward (deg)  
Autoaim downward (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.
 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.