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Tactical Cruisers provide lasting support during prolonged engagements. Repairing friendly armor on the fly, they can quickly turn a losing fight into an overwhelming victory. Tactical Cruisers have little in the way of defense and must be escorted or they will easily be picked off by faster ships.

Overview[]

Tacs, as they are more commonly called, are the Healers and main supports on the game. Their Primary Weapon is a Beam that repairs ships, and has a very limited damage output. They are faster than Destroyers and Dreadnoughts, but slower than Corvettes. Their Modules can either complement the repair potential or turn them into more offensive ships, with crippling abilites and a more disabling function.

Hull List[]

The following are the non-hero tactical cruisers of each manufacturer:

Tier Akula Vektor House Oberon Jupiter Arms
I

II

III
IV
V

The following are the hero tactical cruisers of each manufacturer:

Tier Akula Vektor House Oberon Jupiter Arms
II
IV

Tech Tree[]

This is the full tech tree shared by all tactical cruisers. Note that some modules and secondary weapons are only available at higher tiers. Details can be found on the Modules page and Weapons page.

Secondary Weapons
Tesla Turrets

Tesla Turrets

Autocannon Turrets

Light Machine Guns

Light Rocket Turrets

Light Rocket Turrets

Primary Modules
Beam Amplifier

Beam Amplifier

Beam Amplifier

Rupture Beam

Stasis Autobeams

Stasis Beam

Tesla Coil Pod

Tesla Coil Pod

Tractor Beam Pod

Tractor Beam Pod

Artillery Pod

Artillery Pod

Drain Drones

Drain Drones

Energy Drones

Energy Drones

Repair Drones

Repair Drones

Secondary Modules
Repair Pod

Repair Pod

Flechette Half-Battery

Flechette Half-Battery

Drain Missile

Drain Missile

Weaponbooster Missile

Weaponbooster Missile

Drain Mine

Drain Mine

Nuclear Mine

Nuclear Mine

Perimeter Modules
Repair Autobeams

Repair Autobeams

Blaste Pulse

Blast Pulse

Overclock Pulse

Overclock Pulse

Cloak Pulse

Cloak Pulse

Anti-Missile Lasers

Anti-Missile Lasers

Anti-Nuke Lasers

Anti-Nuke Lasers

Internal Modules
Autorepair

Autorepair

Energy Generator

Energy Generator

Armored Lockdown

Armored Lockdown

Module Reboot

Overclock Module

Emergency Evac

Emergency Evac

Target Warp

Target Warp

Stats[]

All tactical cruisers have a shield damage absorption of 85% and a High shield energy consumption.

All Hero tactical cruisers have identical stats to their standard issue counterparts. Exceptions to this rule are the Kali and Indrik, which have a health pool of 25,000 HP, as opposed to the Koschei's 27,500 HP.

The energy capacity of tactical cruisers (as with all ships) is as such:

Tier Energy Capacity
I 55 EP
II 65 EP
III 80 EP
IV 100 EP
V 125 EP

The following is a table comparing the stats of all tactical cruisers; DPS, HPS and range values are for the primary weapons. The Marauder Hero Ship is also included here due to its unique position as a hero ship with no standard-issue counterpart.

Name Manufacturer Tier Health Maneuverability Optimal DPS Optimal HPS Optimal Range Max Range
Cerberus House Oberon I 13,000 52 1,680 1,920 1,200m 5,000m
Orcus House Oberon II 17,500 51 1,920 2,080 1,200m 5,000m
Ceres House Oberon III 20,000 49 2,040 2,640 1,200m 5,000m
Aion House Oberon IV 25,000 48 3,000 3,200 1,200m 5,000m
Feronia House Oberon V 27,500 48 3,400 3,840 1,200m 5,000m
Marauder Jupiter Arms II 16,000 41 4,800 0 1,200m 5,000m
Palos Jupiter Arms III 16,000 41 4,800 0 1,200m 5,000m
Harwich Jupiter Arms IV 20,000 39 6,000 0 1,200m 5,000m
Cattaro Jupiter Arms V 22,000 39 6,600 0 1,200m 5,000m
Koschei Akula Vektor IV 27,500 31 0 7,200 1,200m 5,000m
Ohkta Akula Vektor V 30,000 31 0 8,000 1,200m 5,000m

Changes[]

  • Cattaro
    • Increased damage of Heavy Beam Turrets from 1000/650/400 to 1200/750/550.
  • Aion
    • Increased damage of Medium Beam Turrets from 350/300/250 to 600/500/400.
    • Increased healing of Medium Beam Turrets from 700/650/550 to 800/700/600.
  • Koschei
    • Reduced long range healing of Heavy Repair Beam from 1000 to 500.
  • Tesla Pod
    • Increased damage from 250/s to 1000/s.
  • Emergency Evac
    • Reworked. Now has a 100% transparent cloak, propels the ship forward instead of to the side, allows the ship to move freely while it is active, and gives a 100% speed increase while ability is active. Reduced cooldown time from 30s to 20s.

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