Ammo and rockets
Laser ammo, normal rockets and launcher rockets.
Bu sayfa henüz çevrilmedi.
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
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
15/ 20Laser ammo ×2, double volley damage.
Damage- ×2
Pack- 20

QC-III
30/ 20Laser ammo ×3, triple volley damage.
Damage- ×3
Pack- 20

QC-IV
not soldLaser ammo ×4, quadruple volley damage. The strongest laser ammo.
Damage- ×4
Pack- 20

SC-1
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
20/ 20Stronger Shield Converter: drains 1.5× more shield than SC-1.
Damage- ×1,5
Effect- drains shield
Pack- 20

RAY
60/ 20RAY 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
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
Stronger normal rocket (2 500-4 500 damage), Space.
Damage- 2.500-4.500
Pack- 10

R-III
40/ 10The 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
T1Rocket 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
T2Rocket 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
T324.000The 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
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
Stronger launcher rocket (damage ×1.5).
Damage- ×1,5
Pack- 10

LR-III
40/ 10The 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
T1Auto 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
T27.500Auto 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
