Revelation Battlecruiser
From Sins of a Solar Empire
| 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.
| Reverie | Guidance | Clairvoyance | Provoke Hysteria | Ability Management |
| Attack | Stop | Move | Tactics Management | Squadron Management |
| Advent | |
| Frigates: | Seeker Vessel • Disciple Vessel • Illuminator Vessel • Purge Vessel • Defense Vessel • Missionary Vessel |
| Cruisers: | Aeria Drone Host • Domina Subjugator • Iconus Guardian • Destra Crusader • Solanus Adjudicator • Talion Savior |
| Capital: | Radiance Battleship • Halcyon Carrier • Progenitor Mothership • Rapture Battlecruiser • Revelation Battlecruiser |
| TEC | |
| Frigates: | Arcova Scout Frigate • Cobalt Light Frigate • Javelis LRM Frigate • Krosov Siege Frigate • Garda Flak Frigate • Protev Colony Frigate |
| Cruisers: | Percheron Light Carrier • Cielo Command Cruiser • Hoshiko Robotics Cruiser • Kodiak Heavy Cruiser • Ogrov Torpedo Cruiser • Raloz Heavy Constructor |
| Capital: | Kol Battleship • Sova Carrier • Akkan Battlecruiser • Dunov Battlecruiser • Marza Dreadnought |
| Vasari | |
| Frigates: | Jikara Navigator • Ravastra Skirmisher • Kanrak Assailant • Karrastra Destructor • Junsurak Sentinel • Jarun Migrator |
| Cruisers: | Lasurak Transporter • Stilakus Subverter • Serevun Overseer • Skarovas Enforcer • Sivuskras Ruiner |
| Capital: | Kortul Devastator • Skirantra Carrier • Jarrasul Evacuator • Antorak Marauder • Vulkoras Desolator |
