Item Database:Ships:Cruisers

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Hull Classification Overview

Cruisers are significantly a much larger craft over the frigate with significant improvement in most systems. Measuring approximately 400 meters along their longest beam with an electronic footprint averaging 150 meters on sensors, cruisers, much like their smaller relatives, are able to fulfill a variety of functions from mining to logistics. They are the third largest combat capable craft that is able to accept pod technology easily reducing minimum crew needs by 33-50%. Survival rate are significantly improved up twoards 10% as cruisers are large enough to afford compartmentalization. Unfourtunately the compartments are not armored and damage caused to the cruiser's final moments can easily rip though the entire ship cutting down surival rates.

Appeal

Cruisers lightweight but slightly refined complexity makes them a trivial craft to master in captaining and increases their expense over the frigate significantly but at insignificant cost for most militaries to squander. They are also a popular addition in every fleet offering the best mix of survivability, function, and cost for effect.

Roles

Just like frigates, cruisers can fullfill a variety of roles, Including: Attack, Drone Boat, Electronic Fire Control, Electronic Warfare, Escort, Fighter, Interception, Mining, Salvaging, Scanning, & Scouting.

Strengths

Their medium size offers more room for various functional outfitting, and extra punch capable of ripping though unprepared battleships. Their weapons are also light enough to decently track and destroy frigates and could discourage frigate attacks on any battleship the cruiser may escort.

Weaknesses

Cruisers are only vulnerable to what they are not prepared for. Though its agility and size may fare decently against larger weapon platforms, a heavier escort designed for counter-cruiser operations wreck serious havoc on cruisers too slow to avoid them. A pack of frigates can easily overwhelm a cruiser that it didn't fit against threats.

Similar Ships

Cruisers have an extended family tree of advanced cruisers and its heavier cousin the battlecruiser which share similar traits but vary with specific roles and functions. Including Heavy Assault Cruisers, Heavy Interdiction Cruisers, Recon Ship, and Logistics.

Cruisers were, until the development of Tactical Destroyers, the only ship with their extended family to feature Technology level 3 in Strategic Cruisers. Called cruisers for tonnage and size alone, Strategic Cruiser abilities are superior enough to match even larger ships damage capabilities while having the agility of a frigate.

Types of Cruisers

  • All Heavy Assault Cruisers have a 50% reduction in Microwarpdrive signature radius penalty.
  • All Heavy Interdictors can fit warp disruption field generators and have a 5% range bonus to the warp disruption field per level of Heavy Interdictors.
  • All Force Recon Ships can fit covert cynosural field generators, have its liquid ozone consumption reduced by 80% and have its duration reduced by 50%. They can also fit covert ops cloaking with a reduction to their CPU requirement and cloak re-activation delay is reduced to 5 seconds.
  • Additional bonuses of Strategic Cruisers depend on subsystems fitted.

Amarr

Tech 1

  • Augoror: Bonus to Remote Armor Repairer amount, activation cost, range, and Remote Capacitor Transmitter amount, range.
  • Arbitrator: Bonus to Drone hitpoints, damage, mining yield, and Tracking Disruptor effectiveness.
  • Omen: Bonus to Medium Energy Turret rate of fire and activation cost.
  • Maller: Bonus to Medium Energy Turret damage and armor resistance.

Tech 2

  • Sacrilege (Heavy Assault Cruiser): Bonus to armor resistances, Heavy and Heavy Assault Missile damage, velocity, rate of fire, and Rapid Light Missile Launcher rate of fire
  • Zealot (Heavy Assault Cruiser): Bonus to Medium Energy Turret activation cost, damage, optimal range and rate of fire.
  • Devoter (Heavy Interdictor): Bonus to armor resistances, and Medium Energy Turret activation cost and rate of fire.
  • Curse (Combat Recon Ship): Bonus to Tracking Disruptor effectiveness, Drone hitpoints and damage, and Energy Vampire and Energy Neutralizer transfer amount and range.
  • Pilgrim (Force Recon Ship): Bonus to Tracking disruptor effectiveness, Drone hitpoints and damage, and Energy Vapire and Energy Neutralizer transfer amount.
  • Guardian (Logistics): Bonus to Remote Armor Repairer and Remote Capacitor Transmitter activation cost, range and powergrid requirement, and Armor Maintenance Bot transfer amount.

Tech 3

  • Legion (Strategic Cruiser): Bonus to reduced heat damage when overheating modules.

Caldari

Tech 1

  • Osprey: Bonus to Remote Shield Booster amount, activation cost, range, and Remote Capacitor Transmitter amount and range.
  • Blackbird: Bonus to Jammer strength, optimal range and falloff.
  • Caracal: Bonus to Light, Heavy and Heavy Assault Missiles velocity and rate of fire.
  • Moa: Bonus to Medium Hybrid Turret damage and shield resistances.

Tech 2

  • Cerberus: Bonus to Light, Heavy and Heavy Assault Missile kinetic damage, velocity, max flight time and rate of fire.
  • Eagle: Bonus to shield resistances, Medium Hybrid Turret optimal range, damage.
  • Onyx (Heavy Interdictor): Bonus to shield resistances, and Light, Heavy and Heavy Assault Missile damage and velocity.
  • Falcon (Force Recon Ship): Bonus to ECM Target Jammer activation cost and strength, and Medium Hybrid Turret damage.
  • Rook (Combat Recon Ship): Bonus to ECM Target Jammer activation cost and strength, and Heavy and Heavy Assault Missile velocity and rate of fire.
  • Basilisk (Logistics): Bonus to Remote Shield Booster and Remote Capacitor Transmitter activation cost and range, Remote Shield Booster CPU requirement, Remote Capacitor Transmitter powergrid requirement, and Shield Maintenance Bot transfer amount.

Tech 3

  • Tengu (Strategic Cruiser): Bonus to reduced heat damage when overheating modules.

Gallente

Tech 1

  • Exequror: Bonus to Remote Armor Repairer amount, activation cost, range, and Logistic Drone transfer amount.
  • Celestis: Bonus to Remote Sensor Dampener effectiveness, optimal range and falloff.
  • Vexor: Bonus to Drone hitpoints, damage, mining yield, and Medium Hybrid Turret damage.
  • Thorax: Bonus to Medium Hybrid Turret damage and tracking speed.

Tech 2

  • Deimos (Heavy Assault Cruiser): Bonus to Armor Repairer effectiveness, and Medium Hybrid Turret damage and falloff.
  • Ishtar (Heavy Assault Cruiser): Bonus to Drone hitpoints, damage, and Heavy Drone velocity, tracking speed, and Sentry Drone optimal range, tracking speed.
  • Phobos (Heavy Interdictor): Bonus to armor resistances, and Medium Hybrid Turret damage and falloff.
  • Arazu (Force Recon Ship): Bonus to Remote Sensor Dampener effectiveness, Warp Scrambeler and Warp Disruptor optimal range, Medium Hybrid Turret damage.
  • Lachesis (Combat Recon Ship): Bonus to Remote Sensor Dampener effectiveness, Warp Scrambeler and Warp Disruptor optimal range, Heavy and Heavy Assault Missile Launcher rate of fire.
  • Oneiros (Logistics): Bonus to Remote Armor Repairer activation cost, range and powergrid requirement, Remote Tracking Computer effectiveness and range, and Armor Maintenance Bot transfer amount.

Tech 3

  • Proteus (Strategic Cruiser): Bonus to reduced heat damage when overheating modules.

Minmatar

Tech 1

  • Scythe: Bonus to Remote Shield Booster activation cost, amount, range, and Logistic Drone transfer amount.
  • Bellicose: Bonus to Rapid Light, Heavy and Heavy Assault Missile Launcher rate of fire, and Target Painter effectiveness.
  • Stabber: Bonus to Medium Projectile Turret falloff and rate of fire.
  • Rupture: Bonus to Medium Projectile Turret rate of fire and damage.

Tech 2

  • Muninn (Heavy Assault Cruiser): Bonus to Medium Projectile Turret damage, optimal range, rate of fire and tracking speed.
  • Vagabond (Heavy Assault Cruiser): Bonus to Shield Booster amount, and Medium Projectile Turret damage, falloff and rate of fire.
  • Broadsword (Heavy Interdictor): Bonus to shield restinces, and Medium Projectile Turret falloff and rate of fire.
  • Rapier (Combat Recon Ship): Bonus to Target Painter effectiveness, Stasis Webifier optimal range, Rapid Light, Heavy and Heavy Assault Missile Launcher rate of fire.
  • Huginn (Force Recon Ship): Bonus to Target painter effectiveness, Stasis Webifier optimal range, Medium Projectile Turret rate of fire.
  • Scimitar (Logistics): Bonus to Remote Shield Booster activation cost, range and CPU requirement, Remote Tracking Computer effectiveness and range, and Shield Maintenance Bot transfer amount.

Tech 3

  • Loki (Strategic Cruiser): Bonus to reduced heat damage when overheating modules.

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