|Rupture Beam||Rupture Beam Turret|
|“||The Rupture Beam Turret uses Xeno Division technology, to bring you a devastating energy beam.||”|
|— In-Game Description|
|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: Infinite|
|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|
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
Rupture Beam Turrets have astronomical DPS that far surpasses that of the Disintegrator Cannon Turret, allowing them to destroy blitz attacks even more effectively.
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||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|