|Rupture Beam||Rupture Beam Turret|
|Rupture Beam||Heavy Rupture Beam||Xeno Rupture Beam|
|“||The Rupture Beam has a high charge time, putting out a devastating burst of damage in a focused energy beam.||”|
|— In-Game Description|
Stats[edit | edit source]
|Mass||752 t||903 t||1,054 t|
|Firing Cycle||C: 4.0 / F: 1.0 / R: 0.6 / N: 5|
|Restricted to||Xeno Division, A.X.I.S., Altairians, Umbra, Pharmakon|
|Traits||Beam, Pass Through|
|Hull XP||4,400 XP||5,054 XP||5,417 XP|
|Arms Lab Required||VII||VIII||IX|
|Time||4h 30m||6h 00m||9h 00m|
Description[edit | edit source]
The Rupture Beam is a powerful Energy beam weapon that is exclusive to Xeno Division Hulls or better.
It charges up for a long time before firing a translucent pale yellow beam that passes through anything in the way, hitting its intended target.
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
Rupture Beams have good damage output and cannot be blocked, therefore enhancing your ships' ability to focus fire. Equip Beam Capacitors to reduce their charge time; this also increases the weapon's overall DPS.
Rupture Beams cannot be dodged, allowing them to reliably hit fast ships such as Alien Reapers.
Disadvantages[edit | edit source]
Rupture Beams have short range even with Beam Capacitors equipped, making your ships vulnerable to kiting tactics.
Rupture Beams take very long to charge, resulting in a lot of overkill when targeting one ship at a time. They are also unable to clear squadrons effectively.
Gallery[edit | edit source]
Annihilator Battleships with Impulse Beam and Rupture Beam