Official Description: Rapture Battlecruisers carry relatively few and often lighter weapon emplacements than most similarly sized capital ships, leading many early TEC captains to believe they were an easy target. Such smugness often gave way to dismay as their crews faltered and succumbed to the true strength of the Rapture: an abundance of both advanced PsiTech and the Advent‘s most gifted Battle Psintegrat.
Despite being a combat/support battlecruiser the Rapture excels exceedingly at support. All of its abilities relate to supporting and any means of combat should really be done by the Radiance.
A Rapture by itself or with only a few ships for escort is not a very large threat, but when it's assisting your main fleet, it becomes downright terrifying to go up against. As the Advent's Support Capital Ship, it fulfills its role very handily. Raptures combine well with most fleets, but care has to be taken when using them. Consider deploying them in fleets primarily made up of carriers and defense frigates, where the Rapture will be the primary target for enemy vessels, and its Vengeance and Vertigo abilities can come into their full potential. Combined with the massive striking power of several (dozen) full wings of bombers, the Rapture suddenly goes from decent battlecruiser to being a serious potential threat.
Its first ability is known as Vertigo. Vertigo works by reducing the victim's chance to hit, as well as increasing their weapons cooldown. It has a fixed radius of 4500 km. You should target tight clusters of units, particularly high firepower varieties like heavy cruisers or long range frigates. When maxed out, this will more than halve the damage of affected units, and is a must-have for late-game Advent fleets.
Vengeance, the Rapture's second ability, is another matter altogether. Anytime the targeted friendly ship takes damage, the attacker receives 65%, 130%, or 200% of the damage they just dealt (at levels 1, 2, and 3, respectively). This will usually force the enemy to redirect their attacks against other targets.
The third ability in the Rapture's arsenal is the Concentration Aura. It increases the damage output of all friendly fighters, be they yours or an ally's, by as much as 30% as long as the carrier(s) are in range, NOT the fighters. As such, you'll want to pair the ship up with a Halcyon Carrier, along with several Aeria Drone Hosts, to make the most of this ability.
The final ability of the Rapture is Domination. When Domination is used on an enemy frigate (non-Capital), that ship is yours permanently. This is best used to acquire units to repair the hulls of your fleet, since the Domina Subjugator does not fulfill this role very well. All captured ships will use your upgrades instead of the faction they came from, precluding you from using some special abilities they may have had access to. Construction frigates can and will be captured so be careful about leaving this on auto use, as these are completely useless to you.
- The Hoshiko Robotics Cruiser, Cielo Command Cruiser, and Serevun Overseer should be priority targets for this ability, particularly since the Advent lacks credible repair cruisers of their own.
- Light Carriers, such as the Percheron Light Carrier, Aeria Drone Host, and Lasurak Transporter are also worth using Domination on since not only do you get the carrier (which is the most expensive ship that Domination can target), but its strike craft too, which are in turn buffed by Concentration Aura.
- If playing as an Advent Rebel, Domination allows your Titan to make use of Purification without sacrificing your own ships. When used in this manner, prioritize ships with the largest amount of Hull or Shield points still remaining.
|Primary Role:||Combat / Support|
|Shield Power:||Very High|
|Weapons (Fore):||2 x Heavy Beam Cannons / 4 x Pulse Lasers / Ship-to-Surface Kinetic Bolts|
|Weapons (Side):||2 x Dual Plasma Turrets (Starboard / Port)|
|Weapons (Aft):||2 x Pulse Laser Turrets|
|Squadrons Supported:||1 - 3|