|Void Pulse Cannon||Pulse Cannon Turret|
|Pulse Cannon||Void Pulse Cannon|
|“||The Void Pulse Cannon emits an impressive burst of Void damage, able to pierce through the first target it hits and fire again with only moderate recharge time.||”|
|— In-Game Description|
|Void Pulse Cannon||IV|
|Firing Cycle||C: 0.0 / F: 1.0 / R: 3.0 / N: 5|
|Hull XP||46,615 XP|
Strategy and Setup
Void Pulse Cannons have the same mass requirement as Xeno Pulse Cannons yet deal more damage, making them even more effective against player fleets and bases.
They can be paired with Void Ionization to achieve a maximum range of 4,875 m, significantly longer than that of the Xeno Pulse Cannon. This enables your Berserker Cruisers to quickly destroy battleships that get slightly too close.
Void Pulse Cannons cannot be resisted by any player ships other than Marauder Hulls.
Similar to the regular Pulse Cannon, Void Pulse Cannons have trouble hitting fast squadrons as they lack the ability to home in towards targets.
This weapon does not have built-in range increase unlike its Xeno version, causing Void Ionization to be almost a necessity, which takes up a special slot and increases the total mass used.
Void Pulse Cannons are heavily resisted by NPC Targets, therefore they should not be used for farming.
- The Void Pulse Cannon is the first of the Marauder Ship Weapons.
- It is consequently also the first to deal Void Damage.