The Thermal Ray Turret is a common Energy weapon for base defense. Extremely powerful and fast, but lacks range.
  — In-Game Description 
Thermal Ray Turret I II III IV V
Mass 65t 115t 200t 350t 610t
DPS 10 18 31 54 94
DPV 36 64.8 111.6 194.4 338.4
Range 0-4,500 m
Projectile Speed 3,500 m/s
Firing Cycle C: 1.0 / F: 1.6 / R: 1.0 / N: 5
Sound Effects
Laser red 01
Laser red 02
Laser red 03
Arms Lab Required N/A I III IV VI
Prerequisites N/A Coil Driver
--- --- ---
Time N/A 5m 20s 21m 20s 1h 04m 00s 3h 12m 00s
Mineral Ore N/A 31,376 156,875 627,500 2,384,500
Antimatter N/A 0 0 0 125,500
Time 8s 32s 2m 08s 6m 24s 19m 12s
Mineral Ore 917 6,119 30,591 122,361 489,450
Antimatter 0 0 0 0 0

Thermal Ray Turret I, II, III, IV, and V Respectively


The Thermal Ray Turret is a base Energy weapon. It is the first base weapon and first base energy weapon available for research.

They fire yellow pulses of lasers at targets with slight spread in bursts. They are common short range weapons for base defence that low level players use. 

Strategy and Setup


The Thermal ray turret is a powerful low level close range weapon, particularly at level V, able to fend off mid level fleet attacks at such ranges. They are relatively light and cheap in terms of resources.This high amount of firepower and capable of destroying mid level ships such as Exodus cruisers and Venom battleships quickly at close ranges.

It also is fairly light weight, meaning Combat Modules can equip higher shields, specials, and armor to improve its effectiveness in combat.


Thermal ray turrets are easily out ranged by destroyers and are of minimal use when it comes to defending a base for long range attacks. Low level Players often put all Thermal Ray turrets on the base making it super vulnerable to snipers.

Its also easily replaced by later level turrets like the SICO Missile Turret or something as small as the Fusion Torpedo Turret which are much better alternatives.

Their lasers however can be dodged, most energy weapons do not miss - Thermal ray turret is an exception, they can miss their bursts firing at high speed targets with a small profile size at maximum range.


A common rookie mistake is putting all Thermal Ray turrets on the base. This is bad because they are easily outranged by sniping fleets which can decimate the base. Try to mix in Coil Driver Turrets in the base as well to ensure a nice coverage of the base. Try to put the Thermal rays on the outer edges of the base as well.

Try to equip level V and the maximum amount of armor and the maximum level of Focused Apertures on there as you can to maximize the deadliness of the Combat Module.



  • The Thermal ray turret's projectile no longer "homes in" on their targets, making it possible to dodge them now. All other turrets will "lock and load" on the target they're firing on now.
  • The Thermal ray turret was commonly used until blueprints were introduced, bringing in the much more powerful Tachyon Beam Turret to replace the Thermal ray turret. However, players who lack blueprints continue to use the Thermal ray turret.
  • The Thermal ray turret was once called the Heavy Beam laser.
  • After recent patches, it is only turret to cost 0 antimatter on every single level to equip.

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