Gaming
 

Revelation Battlecruiser

From Sins of a Solar Empire

Advent
Revelation Battlecruiser

Cost: Credits3000 Metal400 Crystal250
Build Time: 68 seconds.
Uses: 50 supply.
 
Hull: 2075
Armor: 4
Shields: 1500
Antimatter: 235
 
Average Plasma Damage: 29
Average Laser Damage: 18
Planet Bombing Damage: 50
Reverie
Guidance
Clairvoyance
Provoke Hysteria
A support ship that trades off firepower for the ability to manipulate enemy populations.
Shortcut: (W)
Ship Type: Capital
Primary Role: Siege/Support
Shield Power: Very High
Hull Points: High
Armor Level: High
Armor Type: Capital
Antimatter: Medium
Weapons (Fore): 2 x Heavy Plasma 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
Crew Complement: 4,000

Immense arrays of powerful PsiTech project through the hulls of the Revelation Battlecruisers, allowing them to amplify the natural skill of their Battle Psintegrae up to a planetary scale. While such power occasionally finds benign use, the Advent show little hesitation using it to channel their wrath and inflict chaos upon the hapless populations below.

Extracted from the game manual.

[edit] Tactics

What the Marza Dreadnought is to the TEC, the Revelation Battlecruiser is to the Advent. Serving as the Advent's Siege Capital Ship, the Revelation Battlecruiser is probably best left unbuilt until you're ready to begin assault on enemy planets - ideally, you'll want a good-sized fleet when that time comes.

The first of the Revelation's abilities is Reverie. This ability temporarily keeps a random ship from attacking your forces. However, you must be careful not to cause too much damage to the target vessel once you use this; otherwise, it will be shaken out of its trance-like state.

Guidance, the Revelation's second ability, is a considerably nastier ability. For a short period of time, you can briefly reduce all ability cooldowns of all friendly ships by 40%, excluding the Revelation itself. In the presence of other caster-type ships, it becomes a fearsome weapon, indeed. Pair it up with another Revelation, and you can ensure that the abilities of you and your allies will not relent any time soon.

The Revelation's Clairvoyance allows you to silently observe a planet, regardless of affiliation, for a considerable period of time. It's best used to determine where and when you should strike first. Further development has made it so you do not need to be around the star you wish to observe.

Once the Revelation reaches level 6, you can use its "Ultimate" ability that makes it truly shine in its category - Provoke Hysteria. Over the next 40 seconds, you'll reduce the target planet's health AND population at a rate of 1% per second. If two or 3 Revelations are armed with this ability, the planet will fall in almost no time at all. Be careful, though, as it is a channeled ability, and thus can be interrupted.

[edit] Using the Revelation

When you get the Revelation, take a couple points into account:

  • Will I be encountering Capital Ships anytime soon?
  • How large are the fleets I'll be facing?
  • Will those fleets contain any units that could be particularly annoying to me?
  • How large is MY fleet?

If the answers to points 1 and 3 are in the affirmative, then Reverie will be needed first. The ability to keep your enemies from acting for a little while can GREATLY tip the odds in your favor.

  • Reverie is your only credible defense against a Dunov wolfpack, or a pair of Vasari Marauders, so keep this in mind if you are facing either the TEC or the Vasari, particularly if you haven't seen any real action from either one in a while, or cannot account for where a significant portion of their resources might be going.

If, however, 2 and 4 are more important matters, then Guidance will be your best bet. A 40% reduced cooldown on all abilities is NEVER a bad thing - a "tight" formation will ensure that it affects the maximum number of friendly troops.

Clairvoyance should be gotten only if your fleet is (A) sufficiently large enough, or (B) you need to scout, BADLY. It's a great supplant to either of the first 2 choices, though.

  • Once the enemy super-weapons come on line, this ability becomes sort of critical, as you will need to find that super-weapon quickly, so you can take it out before too much damage is inflicted.

Under NO circumstances should you skip Provoke Hysteria - sure, the Revelation deals more planet-bombing damage than its other Advent buddies, but this ability makes the task of claiming a planet MUCH easier.

[edit] Fighting the Revelation

If you spot a Revelation on your screen, it's best to remove or neutralize it quickly (EMP bomb and Phase Out Hull will do the job just fine, thank you) - that Guidance aura can REALLY ruin your day if other caster-ships are present (namely, Capital Ships). Not to say that Reverie isn't to be ignored, either - with one of your ships out of commission, you'll have to wait until they're shaken from their trance-like state, either after its duration expires, or with a good old slap to their proverbial face. Clairvoyance can't be avoided, so don't worry about it - if they find your homeworld or a VERY important outpost, however, get your defenses ready - an invasion is likely on its way. Though Provoke Hysteria is a powerful move, it's also easily countered - smacking the ship with Ion Bolt, Phase Out Hull, or your own Reverie will interrupt its casting, and thus force them to waste the ability.

Destroying Revelations, of whatever level, is very high on your priority list, coming in right after taking down low-level Radiance class battleships (no need to let them get another Cleansing Brilliance in the middle of battle, after all). It is only AFTER all Revelations are destroyed that you should worry about moving on to other, more immediately threatening capital ships.


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Reverie
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Guidance
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Clairvoyance
Image:Button-grey.png
Provoke Hysteria
Image:Button-grey.png
Ability Management
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Attack
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Stop
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Move
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Tactics Management
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Squadron Management


Advent
Frigates: Seeker VesselDisciple VesselIlluminator VesselPurge VesselDefense VesselMissionary Vessel
Cruisers: Aeria Drone HostDomina SubjugatorIconus GuardianDestra CrusaderSolanus AdjudicatorTalion Savior
Capital: Radiance BattleshipHalcyon CarrierProgenitor MothershipRapture BattlecruiserRevelation Battlecruiser
TEC
Frigates: Arcova Scout FrigateCobalt Light FrigateJavelis LRM FrigateKrosov Siege FrigateGarda Flak FrigateProtev Colony Frigate
Cruisers: Percheron Light CarrierCielo Command CruiserHoshiko Robotics CruiserKodiak Heavy CruiserOgrov Torpedo CruiserRaloz Heavy Constructor
Capital: Kol BattleshipSova CarrierAkkan BattlecruiserDunov BattlecruiserMarza Dreadnought
Vasari
Frigates: Jikara NavigatorRavastra SkirmisherKanrak AssailantKarrastra DestructorJunsurak SentinelJarun Migrator
Cruisers: Lasurak TransporterStilakus SubverterSerevun OverseerSkarovas EnforcerSivuskras Ruiner
Capital: Kortul DevastatorSkirantra CarrierJarrasul EvacuatorAntorak MarauderVulkoras Desolator