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
| Resource | Amount |
|---|
| Metal | 20000 |
| Crystal | 7000 |
| Deuterium | 2000 |
| |
|---|
| Structural integrity | 27000 |
| Shield Power | 50 |
| Weapon Power | 400 |
| Cargo Capacity | 800 Units |
| Base Speed | 15000 |
| Fuel Consumption | 300 |
Rapid-Fire Against
| |
|---|
| Espionage Probe | 5 |
| Solar Satellite | 5 |
| Light Fighter | 6 |
| Rocket Launcher | 10 |
Rapid-Fire From
| |
|---|
| Battlecruiser | 4 |
| Deathstar | 33 |