Cruiser

Cruisers have almost three times the armor of Heavy Fighters. With their Rapid-Fire capabilities, cruisers are extremely effective at eliminating fodder. In addition, they are excellent as fast strike ships, especially if Impulse Drive technology has been researched to a reasonably-high level.

Uses and Advantages

The Cruiser should be used to clear off the large numbers Rocket Launcher and Light Fighter fodder so damage from your fleet’s larger ships will be able to focus on the more powerful units of an opposing fleet or defense. A Cruiser can take out an average of 6 Light Fighters or 10 Rocket Launchers in a round of combat, making it invaluable for this purpose. Its’ great speed makes it a useful raiding craft in the early game. This can be especially useful if you’re trying to intercept a returning fleet that has been spotted on a Sensor Phalanx.

Shortcomings

Although fast, they do not have anything like the punch a Battleship can deliver and, as such, should not be used as frontline strike craft in the later game. The Cruiser also needs to have 3 more levels of weapons technology than the Defending player’s shielding technology to damage a Deathstar.

Requirements

  • Shipyard (level 5)
  • Ion Technology (level 2)
  • Impulse Drive (level 4)

Cost

ResourceAmount
Metal20000
Crystal7000
Deuterium2000

Performance

Structural integrity27000
Shield Power50
Weapon Power400
Cargo Capacity800 Units
Base Speed15000
Fuel Consumption300

Rapid-Fire Against

Espionage Probe5
Solar Satellite5
Light Fighter6
Rocket Launcher10

Rapid-Fire From

Battlecruiser4
Deathstar33