|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|
|Mass||752 t||903 t||1,054 t|
|Firing Cycle||C: 4.0 / F: 1.0 / R: 0.6 / N: Infinite|
|Restricted to||Xeno Division, A.X.I.S., Altairians|
|Traits||Beam, Pass Through|
|Hull XP||14,220 XP||16,999 XP||19,301 XP|
|Arms Lab Required||VII||VIII||IX|
|Time||4h 30m||6h 00m||9h 00m|
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
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.
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.