As a support vessel, the Cruiser is best suited as part of a fleet where it can systematically disable opponents. The generation two Cruiser is no different but features improvements to defences, higher power availability and extend FTL capability.
Availability: TransGov
Tier: 3
Shield: 500 ZWs
Hull: 600 GPa
Power: 15.8 ZWs
Speed: 0.20 LY/m
FTL Range: 20 LYs
FTL Charge Time: 10 minutes
Maximum Fuel: 1,000.0 LYs
Hold: 300 Mgs
Customisable Rooms: 3
Bays: 2
Can Land: No
Ship Docking: No
Length: 521 m
Width: 114 m
Decks: 12
Cost: 190,000 credits
Skill Requirement: Support Craft 15.
Crew Requirement: 1
Guild Requirement: Intelligence Order.
Passive Perk: Cyber-Warfare
Allows the ship to play the cyber-warfare card in combat, disabling an enemy ship for one turn.
Support Role
Support role ships increase the shields of all friendlies that join in progress combat by 10 ZWs.
Starter Cards
[REACTIVE] Guard: Nullifies any attacks of any damage type targeted at [FRIENDLY] 10 times for 1 turn.
[DEFENCE] Reroute Internals: Modifies the following statistics instantly for [SELF]: Internal Systems: +10%.
[SPECIAL] Cyber-warfare: Disable a random enemy ship for one turn.
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