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Part 11
Sins of a Solar Empire II

Part 11

Explore the capabilities of Advent's Illuminator, Purge, and Defense Vessels, alongside Vasari's Jikara Navigator, in Sins of a Solar Empire II. Learn their stats, abilities, and combat effectiveness.

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Explore the capabilities of Advent's Illuminator, Purge, and Defense Vessels, alongside Vasari's Jikara Navigator, in Sins of a Solar Empire II. Learn their stats, abilities, and combat effectiveness.

This section details specific ships available to the Advent and Vasari factions in Sins of a Solar Empire II, including their statistics, abilities, and strategic uses.

Advent Faction Ships:

  • Illuminator Vessel
    • Cost: 350 Credits, 50 Metal, 40 Crystals
    • Health: 500, Shields: 500, Armour: 2
    • Weapon Damage: Beam (16)
    • Supply Needed: 6
    • Good Against: Frigates
    • Weak Against: Cruisers, Capital Ships
    • Abilities: Deceptive Illusion (0 Antimatter Cost, 180s Cooldown, 120s Duration) - Creates a decoy ship. Disables other abilities. Useful for escaping ambushes or superior forces, less effective late-game.
  • Purge Vessel
    • Cost: 530 Credits, 80 Metal, 60 Crystals
    • Health: 480, Shields: 375, Armour: 3
    • Weapon Damage: Plasma (6), Bomb (20)
    • Supply Needed: 12
    • Good Against: Planets, Frigates
    • Weak Against: Frigates, Cruisers, Capital Ships
    • Abilities: None. Primary role is bombarding planets. Requires significant fleet support for protection.
  • Defence Vessel
    • Cost: 350 Credits, 40 Metal, 20 Crystals
    • Health: 650, Shields: 620, Armour: 3
    • Weapon Damage: Laser (22)
    • Supply Needed: 3
    • Good Against: Strike Craft, Frigates
    • Weak Against: Frigates, Cruisers, Capital Ships
    • Abilities: None. Effective against strike craft and frigates due to high health and shields.
  • Missionary Vessel
    • Cost: 400 Credits, 125 Metal, 50 Crystals
    • Health: 925, Shields: 250, Armour: 0
    • Weapon Damage: Laser (5)
    • Supply Needed: 7
    • Good Against: Nothing
    • Weak Against: Everything
    • Abilities: Colonise (90 Antimatter Cost, 120s Cooldown, 5000 Range) - Captures empty planets or pirate bases. Crew Extractor (40 Antimatter Cost, 60s Cooldown, 1000 Range) - Captures neutral extractors. Not suited for combat; deploy after clearing threats.

Vasari Faction Ships:

  • Jikara Navigator
    • Cost: 225 Credits, 20 Metal
    • Health: 425, Shields: 225, Armour: 1
    • Weapon Damage: Pulse Gun (4)
    • Supply Needed: 3
    • Good Against: Nothing
    • Weak Against: Everything
    • Abilities: Explore (0 Antimatter Cost, 0 Cooldown, 0 Range) - Scouts galaxy automatically. Capture Extractor (60 Antimatter Cost, 60s Cooldown, 1000 Range) - Captures neutral extractors. Infallible Jump Drive (Passive) - Immune to enemy jump inhibitors. Primarily a scout and extractor vessel, not for combat.

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