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Turret batteries

From Citadel Wiki
Early accessCitadel is still in development. Numbers and rules on this page can change between patches. Last checked October 2026.

A turret battery is the weapon the game builds out of your fitted turrets. Every turret of the same family joins one battery, and a different family forms another.

"Battery" has two meanings in fitting. A battery hardpoint is a cell on the grid. A turret battery is the group of guns that fires together.

How a battery works

  • A battery uses the average of its turrets' damage, optimal and falloff range, tracking speed, crit chance and cycle time.
  • Its magazine is the average of its turrets' magazines, rounded down, with ship-wide ammo bonuses applied afterwards.
  • A modifier rolled on one turret counts for that turret only, and reaches the battery through the average.

Limits

  • The number of Battery modules cannot exceed the hull's Battery hardpoints.
  • No more than six turrets of one family.
  • The mining laser is a Battery module too, so it competes with turrets for hardpoints.

Families and their abilities

Each family gives its battery one ability.

Family Shape Ability What the game says
Auto-Cannon 1 by 2 Rapidfire Rapidly fires the battery until its magazines are empty or the burst ends.
Flak Cannon 1 by 2 Shockburst Releases a ship-centered blast that destroys nearby enemy missiles, devastates drones, and damages ships.
Railgun 1 by 3 Charge Shot Charges the battery, then empowers each turret's next shot. Fire before the fire window expires.
Vanguard Lance 1 by 3 Penetrator Round Charges the battery, then loads each lance with a penetrator round: longer reach, and the shot punches through its target into every ship behind it on the line, allies included. Fire before the fire window expires.
Rampart Gatling 1 by 2 Hair Trigger The gunners stop waiting for a lock: for a short time the battery locks every target the moment it takes it, swinging from missile to drone without a pause.
Repair Projector 1 by 1 Surge Rapidly cycles the repair battery until its charges are empty or the surge ends.

Heat

Turrets fire faster while the reactor is in the Optimal heat zone: Auto-Cannons, Flak Cannons and Railguns by about 10%, Rampart Gatlings and Vanguard Lances by 25%.

Signature

Every shot adds to your signature for a moment, which makes you easier for hostile turrets to track.

Quality

A turret's quality changes its damage only. Cycle time, range, tracking and crit chance are the same at every quality. See Rarity and quality.