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Ammo and rockets

Laser ammo, normal rockets and launcher rockets.

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Every laser volley uses one round per laser on the ship and on its drones. Without ammo the ship does not fire.

Laser ammo

QC-I

QC-I

30/ 20

Basic laser ammo (damage ×1). Each volley uses one round per laser on your ship and drones, no ammo, no fire. Key 1 in the game.

Damage
×1
Pack
20
QC-II

QC-II

15/ 20

Laser ammo ×2, double volley damage.

Damage
×2
Pack
20
QC-III

QC-III

30/ 20

Laser ammo ×3, triple volley damage.

Damage
×3
Pack
20
QC-IV

QC-IV

not sold

Laser ammo ×4, quadruple volley damage. The strongest laser ammo.

Damage
×4
Pack
20
SC-1

SC-1

35/ 20

Shield Converter: takes no HP, but drains the target's shield into yours. Useful against heavily shielded ships.

Damage
×1
Effect
drains shield
Pack
20
SC-2

SC-2

20/ 20

Stronger Shield Converter: drains 1.5× more shield than SC-1.

Damage
×1,5
Effect
drains shield
Pack
20
RAY

RAY

60/ 20

RAY rapid salvo: ×5 damage, then a 2.5 s cooldown, the lasers do not fire this ammo meanwhile. Fire a salvo, switch to another ammo, come back when the ring on the hex closes.

Damage
×5
Cooldown
2,5 s
Pack
20

The Shield Converter (SC) takes no HP but drains the target's shield into yours. RAY fires a strong volley as soon as it is ready and then has its own cooldown. Meanwhile your lasers fire the ammo you pick. QC-IV is not sold, it drops from gates, bonus boxes and chests.

Normal rockets

Rockets R-I to R-III are fired with Space at the selected target, no launcher needed. They have a cooldown and the same range as lasers. VIP rockets fly faster on a curve and have a shorter cooldown.

R-I

R-I

500/ 10

Normal rocket (1 000-1 500 damage). Fired with Space at your target, no launcher needed. 3 s cooldown.

Damage
1.000-1.500
Pack
10
R-II

R-II

1.500/ 10

Stronger normal rocket (2 500-4 500 damage), Space.

Damage
2.500-4.500
Pack
10
R-III

R-III

40/ 10

The strongest normal rocket (5 000-7 500 damage), Space.

Damage
5.000-7.500
Pack
10

Rocket launcher

The launcher (QR) has its own rockets LR-I to LR-III. It loads one rocket at a time with R and fires the whole salvo at once when full. The strongest rockets only fit the higher launchers. Switching the rocket type unloads the launcher, no rockets are lost.

QR-I

QR-I

T1155.300

Rocket launcher for 3 rockets (150-200 damage per rocket). Key R loads it (1.2 s per rocket), when full it fires a salvo of homing rockets. Needs launcher rockets LR-I or LR-II.

Rocket damage
370-500
Salvo
3×
Load per rocket
1,2 s
QR-II

QR-II

T2600.000

Rocket launcher for 5 rockets (190-250 damage per rocket), loads faster (1 s per rocket). Also carries the strongest LR-III rockets.

Rocket damage
580-780
Salvo
5×
Load per rocket
1 s
QR-III

QR-III

T324.000

The best rocket launcher: a salvo of 8 rockets (230-300 damage per rocket), the fastest loading (0.8 s per rocket) and rocket flight.

Rocket damage
830-1.120
Salvo
8×
Load per rocket
0,8 s
LR-I

LR-I

500/ 10

Rocket-launcher rocket (launcher damage ×1). Loaded into a QR launcher with R and fired in a salvo. Cannot be fired with Space.

Damage
×1
Pack
10
LR-II

LR-II

1.500/ 10

Stronger launcher rocket (damage ×1.5).

Damage
×1,5
Pack
10
LR-III

LR-III

40/ 10

The strongest launcher rocket (damage ×2.2). Only QR-II and QR-III can carry it.

Damage
×2,2
Launcher
T2+
Pack
10

Auto modules

The Extra modules QX-AR and QX-AL fire on their own: QX-AR launches normal rockets at your laser target, QX-AL loads the launcher and fires full salvos. Both can be switched off in the game.

QX-AR

QX-AR

T175.000

Auto rockets: while your lasers fire at a target in range, the ship fires normal rockets (R-I, R-II, R-III) by itself whenever they are ready, no need to press Space. Goes into an Extra slot.

QX-AL

QX-AL

T27.500

Auto launcher: the rocket launcher loads by itself and fires the full salvo at the target your lasers shoot at, then waits a moment and loads again. Goes into an Extra slot, needs a QR launcher.

Güncellendi: 11 Ekim 2026