Rupture Beam Turret
|Rupture Beam||Rupture Beam Turret|
|“||The Rupture Beam Turret uses Xeno Division technology, to bring you a devastating energy beam.||”|
|— In-Game Description|
Stats[edit | edit source]
|Rupture Beam Turret||I||II||III||IV (Xeno)|
|Mass||1,968 t||2,952 t||3,739 t||4,133 t|
|Range||0-3,800 m||0-3,800 m||0-3,800 m||0-5,050 m|
|Firing Cycle||C: 4.0 / F: 1.0 / R: 0.6 / N: 5|
|Traits||Beam, Pass Through|
|Module XP||372,365 XP||641,541 XP||964,754 XP||1,157,705 XP|
|Arms Lab Required||None||None||None||XI|
|Time||1d 56m 57s||1d 13h 25m||1d 23h 24m||2d 3h 00m|
General[edit | edit source]
The Rupture Beam Turret is a Rupture Beam suited for bases.
It fires a powerful beam after charging up for a long period, releasing all that energy in a single second just like the ship version.
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
Rupture Beam Turrets have astronomical DPS that far surpasses that of the Disintegrator Cannon Turret, allowing them to destroy blitz attacks even more effectively.
Disadvantages[edit | edit source]
Rupture Beam Turrets have extremely short range that makes them defenceless against sniper fleets, even when Xeno Focused Apertures are equipped on the level IV version.
This weapon has a long charge time, making overkilling a serious problem. They are also weak against squadrons because they could only attack one of them at a time, giving adequate time for the squadrons to heavily damage Combat Modules.
Fusion[edit | edit source]
|Fusion||I -> II||II -> III||I -> III|
|Time||1d 0h||3d 0h||3d 0h|
|Time||6h 00m||1d 12h||2d 0h|
|Rupture Beam Turret||3x Level I||2x Level II||6x Level I|
Gallery[edit | edit source]
Rupture Beam Turrets melting a fleet of Punisher Cruisers
Xeno Rupture Beam Turrets stopping a Punisher Cruiser rush