|Pulse Cannon||Pulse Cannon Turret|
|“||Emits a high burst of Energy (Alien) damage with moderate recharge time.||”|
|— In-Game Description|
|Pulse Cannon Turret||I||II||III (Xeno)|
|Mass||2,987 t||3,584 t||4,122 t|
|Range||0-4,500 m||0-4,500 m||0-5,750 m|
|Projectile Range||Unknown m||Unknown m||6,320 m|
|Firing Cycle||C: 0.0 / F: 1.0 / R: 3.0 / N: 5|
|Module XP||235,223 XP||401,387 XP||738,230 XP|
|Arms Lab Required||X||X||XII|
|Time||10h 45m||17h 20m||1d 1h 15m|
The Pulse Cannon Turret is a Pulse Cannon designed for use in bases.
It fires a volley of five piercing bolts in a slight spread, identical to its ship version.
Strategy and Setup
Pulse Cannon Turrets are powerful all-round weapons for base defense.
They have the potential to deal massive damage by hitting two invading ships in a line with their piercing bolts.
The Xeno version has extra range; this could be further increased by Xeno Focused Apertures to achieve a whopping 7,000 m range that is equal to the Cluster Missile Turret, enabling them to fire at sniper decoys.
Unlike most Energy base weapons, Pulse Cannon Turrets do not track their targets, making it possible for the enemy to dodge the projectiles by strafing side to side at maximum range.
The Xeno version is resisted by A.X.I.S. Hulls while the Void version is resisted by Marauder Hulls and NPC Targets. You are recommended to mix them together to achieve a balance against the various fleets that may attack your base.
- The Xeno Pulse Cannon Turret accidentally appeared in the Alien Strike event store in place of the ship Xeno Pulse Cannon prior to its release but was quickly changed.
- The level I-III versions were first available in The Markets rather than an event store, unlike other A.X.I.S. Technologies.