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Part 18
Sins of a Solar Empire II

Part 18

Learn about the Akkan Battlecruiser in Sins of a Solar Empire II, its abilities like Colonise and Ion Bolt, and its support role.

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Learn about the Akkan Battlecruiser in Sins of a Solar Empire II, its abilities like Colonise and Ion Bolt, and its support role.

Abilities:

  • Colonise
    • Antimatter Cost: 90
    • Cooldown (secs): 120
    • Range: 5000
    • Duration (secs): 0

    This ability allows the Akkan Battlecruiser to colonise planets, removing the need for a separate colony frigate and saving fleet supply.

  • Ion Bolt
    • Antimatter Cost: 85
    • Cooldown (secs): 10
    • Range: 7000
    • Duration (secs): 3

    This powerful ability disables enemy ships or structures entirely, preventing them from moving, fighting, or using abilities. It is crucial for finishing off retreating, weakened enemy capital ships.

  • Targeting Uplink
    • Passive Ability
    • Range: 8000

    This passive ability increases the weapons range of nearby ships by 6% and their chance to hit by 5%. This effect stacks if multiple capital ships are present.

  • Armistice
    • Antimatter Cost: 150
    • Cooldown (secs): 180
    • Range: 12000
    • Duration (secs): 60

    Accessible at Level 6 Only, this ability makes the Akkan Battlecruiser invulnerable for 60 seconds and disables all abilities of ships within its range. All weapons are also disabled during this time.

Supports: 1 Squadron Initially, Maximum of 3 Squadrons.

Tips
  • The Colonise ability makes the Akkan Battlecruiser useful from the start, as it can take over planets without a dedicated colony frigate.
  • Ion Bolt is essential for preventing enemy ships from escaping after being damaged.
  • Be aware of enemy Akkan Battlecruisers at Level 6 or above, as their Armistice ability can render your fleet useless.

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