TSN Missile Cruiser

The TSN Missile Cruiser is a specialized vessel, designed to be a launch platform for a huge complement of torpedoes. It is just as fast and efficient as a TSN Light Cruiser, thanks to its quartet of high-speed sublight engines, although their bulk makes it slow to turn. As a cruiser, the Missile Cruiser is more than capable of defending a sector, without needing to worry about fuel supply or energy efficiency. It also has powerful shields, particularly in the front, giving it additional protection against head on attacks.
|
Beam Arcs

|
The Missile Cruiser needs this additional protection, however, as it carries only a short-range rear beam, for point defense against drones. It is vulnerable to attacks by elite vessels, which can counter its torpedoes and overwhelm its point defense system. Through the power allocation system, the chief engineer can increase power to Beams, which will boost the defensive beam's fire rate. As with all TSN ships, the Missile Cruiser includes science equipment and communication systems as well.
The weapons officer may also have a more active role in combat, as there are four torpedo tubes to keep loaded, but no need to worry Science about beam frequencies. The Missile Cruiser can also engage in combat a lot sooner, as it does not have to close to beam range. The Missile Cruiser can fire in any direction and at any range. Of course, if an enemy approaches the Missile Cruiser's back, the rear beam can be brought to bear if it gets too close. The Missile Cruiser is not intended to use this beam against other ships, however.
The Missile Cruiser also has the option of launching a shuttle or fighter from its Flight Hangar and placing that pilot on additional point defense at the Missile Cruiser's rear. This will occupy a crew member, and shooting down drones from a fighter is not easy, but it is an option. The TSN Missile Cruiser once had neither the point defense system nor an armed fighter in its shuttle bay. Although it's been decades since those days of the Spiral Arm wars, the change is appreciated.
The Missile Cruiser is not a new design, but it is a proven one. With its mix of advantages and drawbacks, the Missile Cruiser can be difficult for an unseasoned crew. It has more problems with single ships, but has an easier time with large fleets, which can come as a surprise to those used to ships armed with beams. A capable crew that can command a Missile Cruiser to victory has a great deal to brag about.
|
Internal Layout

|
Quick Stats
Forward Shields:
|
150 |
Back Shields:
|
120 |
| Hull Points: |
4 |
| Beam damage: |
3 |
Beam DPS:
|
0.75 - 2.25 depending on power settings |
Max beam DPS:
|
2.25 at full power and in the 144-degree rear arc |
| Beam Range: |
600 |
| Torpedo Tubes: |
4 |
| Torpedo Stores: |
20 Homing, 8 Nukes, 12 EMP, 14 Mines |
Top Speed:
|
1.0 (60 u/sec) |
Maneuverability:
|
0.7 (7 deg/sec) |
| Energy Use: |
100% of standard, warp 100%, jump 260% |
| Dimensions: |
Length 96m, Width 48m, Height 38m |
The Missile Cruiser was added to Artemis Spaceship Bridge Simulator in version 1.6, along with all of the old white and gold ship classes. Of all of them, it was the most unique, making it an instant favorite among the players. It originally had no beams at all, as the point defense beam is new to Artemis Cosmos. Many Engineers recommended cutting power to Beams on a Missile Cruiser to conserve energy, so it served no function.
Originally, the Missile Cruiser was much more maneuverable, with the same turn rate as the Light Cruiser. The Missile Cruiser doesn't really need that turn rate, as missiles do not have firing arcs, and making the Missile Cruiser turns more slowly makes bringing the point defense arc to bear more challenging. So, I support this change. The Missile Cruiser is a cruiser, so it should have speed and long range. But it doesn't need to turn quickly.
The Missile Cruiser was uniquely suited to Jump Drive in Artemis 2.0 because of torpedoes' long range, and the large supply of Homing Torps that the Missile Cruiser carried which could be used as batteries. The Missile Cruiser could operate far from a base and then jump there on the energy in a supply of torpedoes, resupplying once the crew docked at the base. But TSN ships are unable to be equipped with Jump Drive, so this isn't an option for now. The Missile Cruiser's efficiency with Jump Drive is considerably worse than the Light Cruiser, but not as bad as the Juggernaut. It matches the TSN Mine Layer. Are ships with lots of Torpedoes not good with Jump Drive?
The Light Cruiser has been beefed up with stronger shields, much like the Light Cruiser. t does seem as if ships in Artemis Cosmos are expected to take more damage.
Comments (0)
You don't have permission to comment on this page.