Outworld Station Weapons and Turret Placement - Defend Your Station from Every Angle [Version 1.1]

Outworld Station turret placement strategy, weapon types ranked by DPS and range, overlapping fire zones, and the defense grid layout that stops Station Level 10+ raids.

Your Turrets Fire at Empty Space While Raiders Wreck Your Drill

You built 4 Missile Turrets around your station. A raid warning flashes. The turrets spin up, fire a volley, and… miss. The raiders fly right through your defense gap and shred your Drone Bay while your turrets are reloading.

Turret placement in Outworld Station is not about surrounding your station. It is about overlapping fire zones, covering approach vectors, and matching weapon type to enemy type. A single well-placed turret pair is worth 6 randomly-placed ones.

The Short Version

Place turrets in overlapping pairs 30 tiles apart. Use Missile Turrets for long range (40 tiles), Laser Turrets for mid-range (25 tiles), and Point Defense for close range (10 tiles). Each pair should cover exactly one approach vector. Three pairs cover a small station completely. Upgrade targeting range before damage.


Weapon Types Ranked[+]

Turret Comparison

TurretRangeDPSAmmo CostBest AgainstWeak Against
Missile Turret40 tiles505 Iron/missileSlow bombers, capital shipsFast fighters (missiles miss)
Laser Turret25 tiles35Power only (20kW)All enemy types, no ammoSustained fire (overheats)
Railgun Turret50 tiles8010 Tungsten/shotCapital ships, structuresShort-range enemies
Point Defense10 tiles60Power (10kW)Missiles, fightersHeavy armor
Flak Cannon20 tiles405 Copper/shellSwarms, groups of small enemiesSingle large target

Best Turret Loadout by Station Level:

Station LevelRecommended LoadoutTotal Turrets
1-32 Laser Turrets2
4-62 Missile + 2 Laser4
7-92 Missile + 2 Laser + 2 Point Defense6
10+4 Missile + 4 Laser + 2 Railgun + 2 Flak12

Overlapping Fire Zones - The Geometry[+]

How to Cover Your Station

The Triangle Method:

Place turrets at the three corners of an equilateral triangle centered on your station core. Each turret covers a 120-degree arc. The overlap at the center ensures no enemy reaches the core without passing through at least two fire zones.

          [Missile A]
          /    |    \
         /     |     \
[Laser B]------CORE------[Laser C]
         \     |     /
          \    |    /
          [Missile D]

Spacing Rules:

  • Missile turrets: 40 tiles apart (their max range touches at overlap)
  • Laser turrets: 25 tiles apart (their max range)
  • Mixed pairs: Missile + Laser placed 30 tiles apart

Approach Vectors to Cover:

  1. From the asteroid belt (most common raid direction)
  2. From open space (second most common)
  3. From above/below (vertical approach, rare but deadly)
Triangle defense pattern: Missile turrets at long range cover approach vectors, Laser turrets at mid-range catch leakers, Point Defense cleans up anything that gets through.

Triangle defense pattern: Missile turrets at long range cover approach vectors, Laser turrets at mid-range catch leakers, Point Defense cleans up anything that gets through.


Enemy Types and Counter Strategy[+]

Know Your Enemy

EnemySpeedArmorWeaknessRecommended Counter
Fighter DroneFastLightLaser (no ammo issues, fast tracking)2 Laser Turrets
Bomber DroneSlowMediumMissile (high damage per hit)2 Missile Turrets
Capital RaiderSlowHeavyRailgun (armor-piercing)2 Railgun + sustained fire
SwarmVery FastVery LightFlak / Point Defense2 Flak or Point Defense
Assassin DroneVery FastMediumPoint Defense (short range tracking)4 Point Defense in crossfire

Pre-Raid Checklist

  1. Are your turrets loaded? (Missiles need ammo in adjacent storage)
  2. Are your turrets powered? (Each Laser needs 20kW, each Missile needs 10kW)
  3. Are repair drones assigned to defense zones?
  4. Do you have a backup power supply for the defense grid?
  5. Are your approach vectors clear? (No buildings blocking line of sight)

v1.1: Defense Considerations

Two v1.1 changes affect how you run your defense grid:

v1.1 (a) Wreck salvage from combat: Destroyed ships – including your own downed ships – now drop recoverable items. If a raider or one of your ships goes down near the station, salvage it instead of leaving it as debris. Factor this into turret placement: keep at least one firing lane clear so a Salvage ship or drone can reach a fresh wreck without eating fire. See Salvage and Wreck Harvesting Guide for the new ship-drop loot source.

v1.1 (b) CPU-controlled ships: With v1.1 you can assign CPU-controlled ships to escort/patrol roles. These autonomous ships move on their own, so turret targeting and fire-zone assignments must account for friendly ships in the kill zone. Route CPU escorts outside your turret overlap arcs to avoid friendly-fire locks, and reserve one approach vector for the escort’s patrol lane.