Siege Casing   Xeno Siege Casing

Casing designed for siege warfare, improving projectile speed and targeting module weak points, with protection from oncoming Projectile damage.
  — In-Game Description 


Siege Casing I
Weapon Mass 3% 4% 5%
Module Damage +5% +7% +10%
Weapon Speed +1,300 m/s +1,550 m/s +1,800 m/s
Health 520 750 1,045
Resists 20% Pr 30% Pr 40% Pr
Hull XP 22,306 XP 26,666 XP 30,277 XP
Applies to Projectile
Restricted to Destroyers
Restricted to Xeno DivisionA.X.I.S.Altairians
BLUEPRINT CompleteBlueprint
Tech Lab Required VI VIII X
EQUIP ModuleRefit
Time Time 6h 00m 12h 00m 18h 00m
Helium-3 Helium3 3,113,840 4,670,760 6,227,680
Antimatter Antimatter 1,167,690 1,751,535 2,335,380
REPAIR FleetRepair
Time Time 8m 40s 12m 30s 17m 25s


The Siege Casing boosts Projectile weapons by accelerating projectiles and increasing damage to modules, while additionally providing a small amount of Projectile-resistant health. It is restricted to the Exterminator, Liberator and Altairian Destroyers.

Strategy and Setup


Siege Casings are most suited for sniping, enabling your destroyers to deal more damage to enemy modules while also being able to sustain against long-range Projectile base weapons.

Siege Casings are also useful in fleet combat; the increased projectile speed acts like Iridium Magnets, vastly improving the accuracy of your weapons.

This special has many bonuses yet takes up almost no mass, making it a great choice for your destroyers.

Note that it cannot be stacked with other Siege Casing variants, unlike the Beam Capacitor.


The bonus health has a horrible 1:1 repair to health ratio, considering that other Xeno Division Technologies have that at 0.5 or lower. This means that equipping this special will significantly harm your ships' repair efficiency.

Siege Casings have massive XP value compared to the other Xeno Division specials such as the Beam Capacitor, inflating your fleet level and making you more vulnerable to attack by high-end fleets.