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Xeno Rupture Beam   Rupture Beam Turret

Rupture Beam   Heavy Rupture Beam   Xeno Rupture Beam


The Xeno Rupture Beam has infused Xeno Division technology, intensifying the devastating damage in a charged and focused Alien beam.
  — In-Game Description 

Stats[]

Xeno Rupture Beam I
RuptureBeam6-Xeno
II
RuptureBeam7-Xeno
SPECIFICATIONS Notepad
DPS 284 Alien 389 Alien
Mass 2,069 t 2,445 t
Range 0-4,000 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.AltairiansUmbra
Traits BeamPass Through
Hull XP 33,894 XP 40,005 XP
BLUEPRINT CompleteBlueprint
Arms Lab Required VIII IX
EQUIP ModuleRefit
Time Time 1d 22h 40m 2d 16h 00m
Helium-3 Helium3 11,083,324 12,256,853
Antimatter Antimatter 5,458,951 6,036,957


General[]

The Xeno Rupture Beam is an advanced version of the Rupture Beam with superior damage, built-in range increase and deals Alien Damage, taking on a green coloration instead of yellow in combat.

Strategy and Setup[]

Advantages[]

Xeno Rupture Beams have incredible DPS that can be increased to a greater extent using Xeno Beam Capacitors. They are even more mass efficient than Heavy Rupture Beams.

They do not need a special to increase their range, although most people use Xeno Beam Capacitors for the extra damage anyways.

Disadvantages[]

Xeno Rupture Beams often waste a significant amount of firepower overkilling enemies due to their insane damage per beam. They are also prone to being kited and useless against squadrons.

Xeno Rupture Beams have a very long build time, making your ship builds take weeks to complete. In comparison, Heavy Rupture Beams have a lower build time to damage ratio but still deal decent damage; players who just want to advance to the next tier should opt for them instead.

Gallery[]


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