Sunrider Wiki
(quotes and navbox)
(Remove references to not-actually-used shield; LD weapon stats)
Line 10: Line 10:
 
| evasion = -25
 
| evasion = -25
 
| movecost = 40
 
| movecost = 40
| shield = 25
 
| shieldrange = 1
 
 
| flak = 30
 
| flak = 30
 
| flakrange = 2
 
| flakrange = 2
 
| missiles = 2
 
| missiles = 2
 
}}
 
}}
Big, mean and armed to the teeth, the '''Alliance ''Machiavelli''-class battleship''' is deployed in support of the ordinary [[Alliance Cruiser|cruisers]] to deal with particularly tough targets. It has powerful kinetic, laser, assault and missile batteries, but its defining feature is the spinal mount cannon that can inflict massive damage to a single target. Its armor is relatively thin for a ship of its size, but it has a very sturdy hull, along with better evasion and movement speed than its [[PACT Battleship|PACT counterpart]]. It also mounts a light shield.
+
Big, mean and armed to the teeth, the '''Alliance ''Machiavelli''-class battleship''' is deployed in support of the ordinary [[Alliance Cruiser|cruisers]] to deal with particularly tough targets. It has powerful kinetic, laser, assault and missile batteries, but its defining feature is the spinal mount cannon that can inflict massive damage to a single target. Its armor is relatively thin for a ship of its size, but it has a very sturdy hull, along with better evasion and movement speed than its [[PACT Battleship|PACT counterpart]]. Its lack of shielding is one of its few drawbacks.
   
 
==Weapons==
 
==Weapons==
The battleship's weapons are similar to the cruiser's, but generally do more damage while being less accurate.
+
The battleship's weapons are similar to the cruiser's, but generally do more damage while being less accurate. As with the cruiser, the battleship gets significantly upgunned at the time of Liberation Day.
 
===Laser===
 
===Laser===
 
A fairly powerful laser battery for long-distance shooting, more powerful though less accurate than the Alliance Cruiser's. Due to its inability to be double-fired and ineffectiveness against shields, it is largely relegated to a support role.
 
A fairly powerful laser battery for long-distance shooting, more powerful though less accurate than the Alliance Cruiser's. Due to its inability to be double-fired and ineffectiveness against shields, it is largely relegated to a support role.
* damage: 250 x 1
+
* damage: 250 x 1 (300 x 1 in LD)
 
* energy cost: 70 EN
 
* energy cost: 70 EN
* base [[accuracy]]: 110
+
* base [[accuracy]]: 110 (115 in LD)
   
 
===Kinetic===
 
===Kinetic===
Standard turreted kinetic guns, also trading off accuracy for damage compared to the cruiser version. Can be fired twice in one turn.
+
Standard turreted kinetic guns, also trading off accuracy for damage compared to the cruiser version. Can be fired twice in one turn. The Liberation Day period upgrades have also improved accuracy significantly.
* damage: 430 x 1
+
* damage: 430 x 1 (550 x 1 in LD)
 
* energy cost: 60 EN
 
* energy cost: 60 EN
* base accuracy: 65
+
* base accuracy: 65 (75 in LD)
   
 
===Cannon===
 
===Cannon===
The battleship's primary weapon, and the most powerful kinetic weapon in the game, capable of sinking a [[PACT Cruiser]] with one hit. It's less accurate and flexible than its smaller guns but with 27.9% more damage per EN and far superior armor penetration.
+
The battleship's primary weapon, and the most powerful kinetic weapon in the game, capable of sinking a [[PACT Cruiser]] with one hit. It's less accurate and flexible than its smaller guns but with 27.9-36.4% more damage per EN and far superior armor penetration. The Liberation Day period upgrades have also improved accuracy significantly.
* damage: 1100 x 1
+
* damage: 1100 x 1 (1500 x 1 in LD)
 
* energy cost: 120 EN
 
* energy cost: 120 EN
* base accuracy: 60
+
* base accuracy: 60 (70 in LD)
   
 
===Missiles===
 
===Missiles===
The missile banks are a fearsome long range weapon useful in doing good reliable damage even against distant enemy units. The battleship's missiles hit harder than the cruiser's while having 60% larger volleys, and there's enough magazine space for two launches. Beware enemy [[Flak]]!
+
The missile banks are a fearsome long range weapon useful in doing good reliable damage even against distant enemy units. The battleship's missiles hit harder than the cruiser's while having 25-60% larger volleys, and there's enough magazine space for two launches. Beware enemy [[Flak]]!
* damage: 80 x 8
+
* damage: 80 x 8 (80 x 10 in LD)
 
* energy cost: 30 EN
 
* energy cost: 30 EN
* base accuracy: 100 (degrades only 5% every cell)
+
* base accuracy: 100
   
 
===Assault===
 
===Assault===
Line 48: Line 46:
 
* damage: 25 x 15
 
* damage: 25 x 15
 
* energy cost: 30 EN
 
* energy cost: 30 EN
* base accuracy: 63
+
* base accuracy: 63 (70 in LD)
   
 
==Notable Quotes==
 
==Notable Quotes==

Revision as of 12:26, 9 November 2015

Alliance Battleship
Biggest gun is best gun!
Base Stats
Classification Battleship
Affiliation Solar Alliance
HP 2100
Energy 120
Armor 15
Evasion -25
Move cost 40
Flak strength / range 30 / 2
Missiles 2

Big, mean and armed to the teeth, the Alliance Machiavelli-class battleship is deployed in support of the ordinary cruisers to deal with particularly tough targets. It has powerful kinetic, laser, assault and missile batteries, but its defining feature is the spinal mount cannon that can inflict massive damage to a single target. Its armor is relatively thin for a ship of its size, but it has a very sturdy hull, along with better evasion and movement speed than its PACT counterpart. Its lack of shielding is one of its few drawbacks.

Weapons

The battleship's weapons are similar to the cruiser's, but generally do more damage while being less accurate. As with the cruiser, the battleship gets significantly upgunned at the time of Liberation Day.

Laser

A fairly powerful laser battery for long-distance shooting, more powerful though less accurate than the Alliance Cruiser's. Due to its inability to be double-fired and ineffectiveness against shields, it is largely relegated to a support role.

  • damage: 250 x 1 (300 x 1 in LD)
  • energy cost: 70 EN
  • base accuracy: 110 (115 in LD)

Kinetic

Standard turreted kinetic guns, also trading off accuracy for damage compared to the cruiser version. Can be fired twice in one turn. The Liberation Day period upgrades have also improved accuracy significantly.

  • damage: 430 x 1 (550 x 1 in LD)
  • energy cost: 60 EN
  • base accuracy: 65 (75 in LD)

Cannon

The battleship's primary weapon, and the most powerful kinetic weapon in the game, capable of sinking a PACT Cruiser with one hit. It's less accurate and flexible than its smaller guns but with 27.9-36.4% more damage per EN and far superior armor penetration. The Liberation Day period upgrades have also improved accuracy significantly.

  • damage: 1100 x 1 (1500 x 1 in LD)
  • energy cost: 120 EN
  • base accuracy: 60 (70 in LD)

Missiles

The missile banks are a fearsome long range weapon useful in doing good reliable damage even against distant enemy units. The battleship's missiles hit harder than the cruiser's while having 25-60% larger volleys, and there's enough magazine space for two launches. Beware enemy Flak!

  • damage: 80 x 8 (80 x 10 in LD)
  • energy cost: 30 EN
  • base accuracy: 100

Assault

The flak cannons can be used offensively against enemy targets. These are extremely powerful for an assault weapon, dealing over twice the per-shot damage of the cruiser's guns, although accuracy suffers again.

  • damage: 25 x 15
  • energy cost: 30 EN
  • base accuracy: 63 (70 in LD)

Notable Quotes

Selected:

  • "Awaiting command."
  • "Battleship operational."
  • "Fully armed and ready."

Attacking:

  • "Bombs away."
  • "Eliminating the enemy."
  • "Open fire!"

Hit:

  • "Battleship under attack!"
  • "Damage control!"
  • "Seal all bulkheads!"

Death:

  • "All hands abandon ship!"

Move:

  • "All ahead full."
  • "Underway."