
Heavy Cruiser Mk.I
Faction: universal
Overview
Capital-class warship with plasma cannons. Dominates medium fleet engagements.
Base Stats
Weapon Type
Strong vs all defense types. High energy cost, slower fire rate.
Module Slots
| Weapon Slots | Defense Slots | Utility Slots |
|---|---|---|
| 6 | 4 | 2 |
Special Ability
Plasma Storm
AoE attack hitting all enemy ships for 50% damage
Lore
When a Heavy Cruiser drops out of hyperspace, lesser commanders retreat.
Tactics
- 1
Save Plasma Storm until enemy ships have clustered together — the AoE effect dealing 50% damage to every hostile ship simultaneously is catastrophic against bunched formations and can turn a losing battle.
- 2
Use the Heavy Cruiser as a fleet anchor: its superior HP and shields allow it to absorb sustained fire while your lighter ships manoeuvre freely around the engagement.
- 3
In sector siege scenarios, deploy the Cruiser Mk.I first to strip enemy defensive structures before committing your more fragile capital ships — its plasma weapons are highly effective against static installations.
Strengths & Weaknesses
Strengths
- +Plasma Storm AoE is the most powerful universal special ability at Tier 3 — a correctly timed activation can effectively end a multi-ship engagement in a single action.
- +8,000 HP and 4,000 shield make it nearly unkillable in equal-tier engagements, providing exceptional value as a damage sponge.
- +Six weapon slots give it the highest raw offensive output of any universal hull, making it effective against every enemy type.
Weaknesses
- −Speed of 5 is agonisingly slow — the Cruiser Mk.I cannot pursue lighter ships and is easily kited by anything faster.
- −Build cost of 40,000 metal and 720-minute construction time makes it one of the most expensive commitments in the universal roster.
- −Limited cargo hold of 200 makes it worthless for trade or logistics despite its enormous resource cost.
Recommended Modules
- plasma focus coil
- heavy shield emitter
- plasma storm amplifier