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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[ | ]

Rupture Beam I
RuptureBeam1
II
RuptureBeam2
III
RuptureBeam3
SPECIFICATIONS Notepad
DPS 65 Energy 78 Energy 90 Energy
Mass 752 t 903 t 1,054 t
Range 0-2,750 m
Speed 3,000 m/s
Firing Cycle C: 4.0 / F: 1.0 / R: 0.6 / N: 5
Restricted to Xeno DivisionA.X.I.S.AltairiansUmbraPharmakonSpectre
Traits BeamPass Through
Hull XP 4,400 XP 5,054 XP 5,417 XP
BLUEPRINT CompleteBlueprint
Arms Lab Required VII VIII IX
EQUIP ModuleRefit
Time Time 4h 30m 6h 00m 9h 00m
Helium-3 Helium3 5,215,682 6,389,210 7,562,739
Antimatter Antimatter 2,568,918 3,146,925 3,724,931


Description[ | ]

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[ | ]

Advantages[ | ]

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[ | ]

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[ | ]


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