Explore Sins of a Solar Empire II Part 21, detailing Mothership abilities like Resurrection, the Halcyon Carrier, and the Rapture Battlecruiser.
Walkthrough
- 1Mothership Abilities: The Mothership possesses a shield regeneration ability that restores 300 shield points over 8 seconds, which can fully restore shields for some ships. Its Resurrection ability costs 100 Antimatter, has a 120-second cooldown, a range of 5000, and a duration of 0 seconds. This ability revives the crew of a destroyed capital ship and transfers their level to a target capital ship. The Anima Tempest ability costs 150 Antimatter, has a 180-second cooldown, and a range of 0. It summons illusory strike craft squadrons that deal significant damage if the enemy lacks flak defense.
- 2Halcyon Carrier: This Advent faction ship costs 3000 Credits, 400 Metal, and 250 Crystals. It has 2075 Health, 1600 Shields, 270 Antimatter, and 3 Armour. Its weapons deal Laser (14), Beam (20), and Bomb (37) damage. It requires 50 Supply and is good against everything, weak against nothing, and has no researchables. It supports 2 Squadrons initially, up to a maximum of 6. Its abilities include:
- Telekinetic Push: Costs 90 Antimatter, has a 10-second cooldown, a range of 4200, and a duration of 15 seconds. It repels enemy strike craft, dealing 20 damage and reducing their acceleration and speed by 25%.
- 3Adept Drone Anima: A passive ability that grants each carrier squadron an extra ship, effectively increasing the number of squadrons.
- 4Amplify Energy Aura: A passive ability with a range of 8000 that decreases the cooldown time of all friendly weapons by 8%.
- 5Anima Tempest: Accessible at Level 6 only. Costs 150 Antimatter, has a 180-second cooldown, and a range of 0. It summons strike craft squadrons to attack the enemy.
- 6Rapture Battlecruiser: This Advent faction ship costs 3000 Credits, 400 Metal, and 250 Crystals. It has 2100 Health, 1625 Shields, 280 Antimatter, and 4 Armour. Its weapons deal Beam (9), Plasma (20), Laser (11), and Bomb (43) damage. It requires 50 Supply and is good against everything, weak against nothing, and has no researchables. It supports 1 Squadron initially, up to a maximum of 3. Its abilities include:
- Vertigo: Costs 75 Antimatter, has a 20-second cooldown, a range of 4500, and a duration of 25 seconds. It increases the cooldown rate of a target frigate or strike craft squadron by 10% and decreases their accuracy by 10%. It is best used against cruisers and capital ships.
- 7Vengeance: Costs 75 Antimatter, has a 30-second cooldown, and a range of 6000. The source text cuts off before detailing its effects.
Tips
- The Resurrection ability is considered situational and less useful as high-level capital ships are less likely to be destroyed.
- Focus on destroying the source of enemy strike craft (carriers or hangars) rather than just repelling them with Telekinetic Push.
- The Halcyon Carrier is a high-priority target for enemies due to its offensive capabilities and should be protected.
- Vertigo is most effective when targeting larger enemy ships like cruisers and capital ships.
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