Pulse Ray   Boosted Pulse Ray

The Pulse Ray is a popular Energy weapon for small ships, thanks to a simple and affordable design. Most effective at close range.
  — In-Game Description 


Pulse Ray I
DPS 3 En 5 En 8 En 12 En 20 En
Mass 10 t 20 t 40 t 80 t 160 t
Range 0-2,750 m
Speed 3,000 m/s
Firing Cycle C: 0.0 / F: 0.0 / R: 0.6-2.6 / N: 1
Traits Homing
Hull XP 7 XP 15 XP 30 XP 45 XP 60 XP
RESEARCH ArmsLabResearch
Prerequisites Previous level of Pulse Ray
Arms Lab Required N/A I II III IV
Time Time N/A 5m 00s 6m 00s 8m 00s 28m 00s
Helium-3 Helium3 N/A 100 500 6,700 103,600
Antimatter Antimatter N/A 0 0 0 0
Module XP N/A XP 224 XP 369 XP 520 XP 878 XP
EQUIP ModuleRefit
Time Time 30s 1m 00s 1m 00s 2m 00s 4m 00s
Helium-3 Helium3 20 40 130 1,380 20,840
Antimatter Antimatter 0 0 0 0 0


The Pulse Ray is the most basic ship weapon, with the first tier already unlocked at the start of the game. Higher-level Pulse Rays take longer to reload but pack a stronger punch.

It fires a small yellow bolt at targets, similar to typical laser weapons common in many science fiction genres. Like most Energy weapons, Pulse Rays home in towards their target with perfect accuracy.

Strategy and Setup


Pulse Rays have the best mass efficiency out of all beginner weapons, allowing them to deal the most damage in combat.

They are also the only beginner weapon capable of tracking their targets, making them very reliable.


Pulse Rays lack range, forcing your ships to close in before attacking - meaning other ships will have an opportunity to land the first strike. While Scatter Missiles and Rail Drivers have less firepower, they can open fire first in battle. 

Pulse Rays are also quickly succeeded by Disruptor Rays, which are stronger and more mass-efficient. 


  • The reload time varies by level: 0.6 s, 1.0 s, 1.6 s, 2.0 s, 2.6 s
  • The Pulse Ray was once called the Pulse Laser.