Missile Cruiser
| Missile Cruiser | |
| Large Core | |
AWS160-1MCR Transmutation, Fortuna Sequence's Missile Cruiser | |
| Stats | |
|---|---|
| Block count | 13500-16500 |
| Shield count | 22 (20+2i) |
| Shield Strength Multiplier | .95 |
| Cruise Multiplier | .85 |
| Shield Regen Multiplier | 0.80 |
| Hyperspace Range Multiplier | 1.9 |
| Properties | |
| Weapons | 2x Rapid Heavy Missile Launcher 2x Thermonuclear Missile Launcher |
| Well Strength | 2 |
| Jump Strength | 3 |
| Supported Multiblocks | 1x Disruptor |
| Hyperdrive Warmup Time | 30s |
The Missile Cruiser is a Tech 2 variant of the Cruiser, with powerful close-range capabilities. This ship is a glass cannon, capable of outputting large damage, but with weak shields for a Supercapital ship, and a low cruise speed. Is a good option for fighting other large Ships, including the Lancer, as well as fighting smaller ships, given proper Logistics support. It is unwise to field this ship without any Logistics support, as it can be picked off by a few dedicated Assault Corvettes, who have the shield strength to shrug off RHMs and the speed to outrun Thermonuclear Missiles, as well as weapons made for tackling large opponents..
Use
The first ship to sink to a Missile Cruiser was a Vesta piloted by CZ10_XP, who sunk to Vegan forces after being trailed by two Stasis Corvettes for five minutes, with the end goal of kiting the Shuttle into a Thermonuclear Missile. This did not succeed, so the sink was executed with the Cruiser's significantly faster RHMs.
Specifications
- Requires a Large Reactor to function
- Requires a Fuel Tank to move
- Uses Hydrogen as Fuel
- Can uses Rapid Heavy Missile Launchers, Thermonuclear Missile Launchers, and Arsenal Missile Launchers as weapons
- Can use a Jump Field Generator
- Can use the Advanced Probe
- Has a Jump Strength of 3 meaning only the Interdictor Destroyer, or multiple smaller Interdictors/Disruptors can stop it from jumping.