Battleships

The **Battleship** is the most important unit in *Crying Suns*, transporting **Admiral Idaho** and his crew through stellar systems and sectors. There are eight Battleships, with the first one being directly available, five unlocked by reaching each sector for the first time, and the remaining two unlocked by completing special objectives.

Every Battleship is unique and their characteristics can greatly alter the sequence of events, mostly during battles.

* The **Core System** is the main characteristic of a Battleship, and consists of a constant passive ability, shared by all ships of that faction.
* Battleships have between 2 and 4 Auxiliary System slots. Some of them start with one such system already installed.
* Squadrons, Weapons, and Hull systems, as well as subsystems, can be **upgraded**. Each ship has pre-installed upgrades (  ) and a maximum attainable level (  ) for each upgrade. Unattainable levels (  ) can never be purchased.
* All ships start with a selection of Squadrons and / or Weapons.

## Excelsior Class

The Excelsior Class is the first and only Battleship available at the start of the game. It is well-rounded, and is ideal for a first run.

With faster repairs, the Excelsior lends itself to reckless aggressive play where wrecked squadrons are repaired just in time to be deployed again. It also works just as well for a more reactive and defensive playstyle, deploying mint condition squadrons and retreating for repairs rather than pushing an advantage.

 Starting Squadrons | * Fighter Mk I
* Frigate Mk I
* Drone Mk I
 Auxiliary Systems | None

 Additional Squadron Docks
Start: **2** Squadron Docks
Max: **4** Squadron Docks

 Squadron System Support
Start: **1** Officer Dock
Max: **2** Officer Docks

 Squadron Dock Recovery
Start: **13** sec

 Additional Weapon Docks
Start: **1** Weapon Dock
Max: **3** Weapon Docks

 Weapons System Support
Start: **1** Officer Dock

 Additional Hull Structures
Start: **2** Hull bar
Max: **5** Hull bars

 Hardened Hull
Start: **110** HP
Max: **140** HP

 Hull Integrity Support
Start: **1** Officer Dock
Max: **2** Officer Docks

 Heat Capacitor
Start: **40** heat points

 Fuel Scavenging Efficiency
Start:  **Cannot fail**
Max:  +**35**/**10**/**5**% chance of +1/2/3 Neo-N

 Navigation Scanner
Start: **1** jump
Max: **2** jumps

 Expedition Expertise
Start:  Allows for **1** retreat during each expedition.Retreating will cost **100%** of the loot or **100%** of the injured commandos.
Max:  **Can buy intel before an expedition for 20 scrap each.**Allows for **3** retreat during each expedition.Retreating will cost **50%** of the loot or **50%** of the injured commandos.

## Kaos Class

*Unlock condition: complete chapter 1.*

The Kaos is the battleship with the most straightforward playstyle. It deploys large amounts of weak squadrons, overwhelming the enemy with numbers. Its squadrons can never be repaired and are always in a patched state.

Starting with Expedition Expertise at level 3 makes expeditions very lucrative, especially in the early game, providing large amounts of scrap, weapons, squadrons, and officers for low cost.

* All allied squadrons are always in a **patched** state and **cannot be repaired**.
 Starting Squadrons | * 2x Drone Mk II Boomer
 Auxiliary Systems | Brutal Deployer: Squadron dock recovery is twice as fast, but patched squadrons start at 1/4 of their max health instead of 1/2.

 Additional Squadron Docks
Start: **3** Squadron Docks
Max: **5** Squadron Docks

 Squadron System Support
**1** Officer Dock

 Squadron Dock Recovery
Start: **9** sec

 Additional Weapon Docks
Start: **0** Weapon Docks
Max: **2** Weapon Docks

 Weapons System Support

 Additional Hull Structures
Start: **2** Hull bar
Max: **4** Hull bars

 Hardened Hull
Start: **80** HP
Max: **110** HP

 Hull Integrity Support
**1** Officer Dock

 Heat Capacitor
Start: **20** heat points

 Fuel Scavenging Efficiency
Start:  +**30%** chance of +1 Neo-N
Max:  +**35**/**10**/**5**% chance of +1/2/3 Neo-N

 Navigation Scanner
**1** jumps

 Expedition Expertise
 **Can buy intel before an expedition for 20 scrap each.**Allows for **3** retreat during each expedition.Retreating will cost **50%** of the loot or **50%** of the injured commandos.

## Jericho Class

*Unlock condition: complete chapter 2.*
The Jericho uses its weapons to disrupt the battlefield and gain the upper hand in combat. It lends itself to a defensive, reactive playstyle where no squadrons are lost and the enemy battleship is slowly whittled down with weapons or cruisers. Its squadrons deal more damage to enemies with debuffs, but otherwise deal less damage than normal.

* When attacking an enemy unit affected by a negative effect: increase by 30% allied unit DPS and Weapon damage.
 Starting Squadrons | * Frigate Mk II
* Cruiser Mk II Basilisk
 Starting Weapons | * Hull Breaker Laser Mk I
* Matter Destabilizer Mk I
 Auxiliary Systems | None

 Additional Squadron Docks
Start: **1** Squadron Dock
Max: **3** Squadron Docks

 Squadron System Support
Start: **1** Officer Dock
Max: **2** Officer Docks

 Squadron Dock Recovery
Start: **16** sec

 Additional Weapon Docks
Start: **2** Weapon Docks
Max: **4** Weapon Docks

 Weapons System Support
Start: **2** Officer Docks

 Additional Hull Structures
Start: **3** Hull bars
Max: **5** Hull bars

 Hardened Hull
Start: **80** HP
Max: **110** HP

 Hull Integrity Support
Start: **1** Officer Dock
Max: **2** Officer Docks

 Heat Capacitor
Start: **55** heat points

 Fuel Scavenging Efficiency
Start:  **Cannot fail**
Max:  +**35**/**10**/**5**% chance of +1/2/3 Neo-N

 Navigation Scanner
Start: **2** jump
Max: **3** jumps

 Expedition Expertise
Start:  No possibility to retreat during expedition
Max:  **Can buy intel before an expedition for 30 scrap each.**Allows for **2** retreat during each expedition.Retreating will cost **70%** of the loot or **70%** of the injured commandos.

## Geno Class

*Unlock condition: complete chapter 3.*
The Geno class is centered around stealth. Its stealth squadrons are always cloaked on deployment, and stealth attacks deal even more bonus damage/heat than normal. However, both the battleship and its squadrons are very fragile.

Allied Squadron health: **-20%**
First attack in **Stealth Mode** deals additional **-20%** damage to enemy squadrons or **-20%** **heat** to battleship systems.
 Starting Squadrons | * 3x Fighter Mk I Ghost
 Auxiliary Systems | None

 Additional Squadron Docks
Start: **2** Squadron Docks
Max: **4** Squadron Docks

 Squadron System Support
Start: **1** Officer Dock
Max: **2** Officer Docks

 Squadron Dock Recovery
Start: **11** sec

 Additional Weapon Docks
Start: **1** Weapon Dock
Max: **3** Weapon Docks

 Weapons System Support
Start: **1** Officer Dock

 Additional Hull Structures
Start: **1** Hull bars
Max: **4** Hull bars

 Hardened Hull
Start: **80** HP
Max: **95** HP

 Hull Integrity Support
Start: **1** Officer Dock
Max: **2** Officer Docks

 Heat Capacitor
Start: **20** heat points

 Fuel Scavenging Efficiency
 +**35**/**10**/**5**% chance of +1/2/3 Neo-N

 Navigation Scanner
Start: **1** jumps
Max: **2** jumps

 Expedition Expertise
Start:  No possibility to retreat during expedition
Max:  Allows for **1** retreat during each expedition.Retreating will cost **100%** of the loot or **100%** of the injured commandos.

## Hammer Class

*Unlock condition: complete chapter 4.*
The Hammer class is very versatile and durable. With by far the most HP in the game, it lends itself to very aggressive strategies where you can safely ignore large amounts of damage. Its squadrons are immune to friendly fire, and gain a very powerful damage buff whenever they are hit by a friendly battleship weapon that would otherwise do damage.

* Battleship and allied units are immune to the direct damages of allied weapons.
* When an allied unit is hit by an allied direct damage weapon this unit gets **+100%** DPS for **10s** (duration stack)
* Critical fire does not propagate.
 Starting Squadrons | * 2x Figher Mk I
* 2x Frigate Mk I Magneto
 Auxiliary Systems | None

 Additional Squadron Docks
Start: **2** Squadron Docks
Max: **4** Squadron Docks

 Squadron System Support
Start: **0** Officer Docks
Max: **1** Officer Dock

 Squadron Dock Recovery
Start: **11** sec

 Additional Weapon Docks
Start: **1** Weapon Dock
Max: **2** Weapon Docks

 Weapons System Support
Start: **1** Officer Dock

 Additional Hull Structures
Start: **3** Hull bars
Max: **6** Hull bars

 Hardened Hull
Start: **125** HP
Max: **185** HP

 Hull Integrity Support
Start: **2** Officer Docks
Max: **3** Officer Docks

 Heat Capacitor
Start: **55** heat points

 Fuel Scavenging Efficiency
Start:  **Can fail**
Max:  +**30%** chance of +1 Neo-N

 Navigation Scanner
Start: **1** jump
Max: **2** jumps

 Expedition Expertise
Start:  No possibility to retreat during expedition
Max:  **Can buy intel before an expedition for 20 scrap each.**Allows for **3** retreat during each expedition.Retreating will cost **50%** of the loot or **50%** of the injured commandos.

## Void Class

*Unlock condition: complete chapter 5.*
The Void class is an open-ended ship with a lot of utility perks. It can use more officers and auxiliary systems than any other class, it gains a discount in shops, its squadrons capture neutral structures twice as fast, and "hazard" structures are on your side. This all comes at the cost of being the most fragile ship, and having very poor fuel scavenging.

* More chance to start a fight on an advantageous battleground
* Capturing speed: **x2**
* Max officer: **+1**
 Starting Squadrons | * 2x Fighter Mk I (Patched)
* 2x Frigate Mk I Magneto (Patched)
 Auxiliary Systems | **Pirate Transponder**:
All non capturable neutral units (eg: turrets, EMP tower) are considered as allied.
Shop prices: **-20%**

 Additional Squadron Docks
Start: **2** Squadron Docks
Max: **4** Squadron Docks

 Squadron System Support
Start: **2** Officer Docks
Max: **3** Officer Docks

 Squadron Dock Recovery
Start: **16** sec

 Additional Weapon Docks
Start: **1** Weapon Dock
Max: **4** Weapon Docks

 Weapons System Support
Start: **2** Officer Docks

 Additional Hull Structures
Start: **1** Hull bars
Max: **3** Hull bars

 Hardened Hull
Start: **80** HP
Max: **95** HP

 Hull Integrity Support
Start: **2** Officer Docks
Max: **3** Officer Docks

 Heat Capacitor
Start: **20** heat points

 Fuel Scavenging Efficiency
Start:  **Can fail**
Max:  **Cannot fail**

 Navigation Scanner
Start: **2** jumps
Max: **3** jumps

 Expedition Expertise
Start:  **Can buy intel before an expedition for 30 scrap each.**Allows for **2** retreat during each expedition.Retreating will cost **70%** of the loot or **70%** of the injured commandos.
Max:  **Can buy intel before an expedition for 20 scrap each.**Allows for **3** retreat during each expedition.Retreating will cost **50%** of the loot or **50%** of the injured commandos.

## Kronos Class

*Unlock condition: defeat a Prag Mah ship with their interstitial at 0% charge.*
The Kronos class is a ship specialized in taking the most advantage from squadron specials and battleship utility weapons, while being very resistant to attrition thanks to its Nephesh shield that is immune to heat and regenerates to full very fast. It however has very poor officer support at the start needing significant investment to unlock the first officer slot in each subsystem support and is vulnerable to aggressive battleships since it is very fragile after the Nephesh shield is destroyed.

**Nephesh Shield**: The first hull bar is now a "special shield" with 50% health points.
While the **Nephesh Shield** is up:
* the battleship is immune to heat
* it fully regenerates after **10s** of not taking damage
* **On hull bar explosion**: All enemy units are stunned for **3s** instead of being repelled.

 Starting Squadrons | * Frigate Mk II Bomber
* Fighter Mk II Phalanx Protector
 Auxiliary Systems | **Energy Meta Converter**: Allied units within 1 cell from a zero damage weapon impact (which includes "damage over time" weapons) will increase the charge of their ability by 4s.

 Additional Squadron Docks
Start: **2** Squadron Docks
Max: **4** Squadron Docks

 Squadron System Support
Start: **0** Officer Docks
Max: **2** Officer Docks

 Squadron Dock Recovery
Start: **8** sec

 Additional Weapon Docks
Start: **1** Weapon Dock
Max: **3** Weapon Docks

 Weapons System Support
Start: **0** Officer Docks

 Additional Hull Structures
Start: **1** Hull bars
Max: **2** Hull bar

 Hardened Hull
Start: **110** HP
Max: **185** HP

 Hull Integrity Support
Start: **0** Officer Docks
Max: **2** Officer Docks

 Heat Capacitor
Start: **20** heat points

 Fuel Scavenging Efficiency
 +**35**/**10**/**5**% chance of +1/2/3 Neo-N

 Navigation Scanner
Start: **0** jumps
Max: **2** jumps

 Expedition Expertise
Start:  No possibility to retreat during expedition
Max:  Allows for **1** retreat during each expedition.Retreating will cost **100%** of the loot or **100%** of the injured commandos.

## Horus Class

*Unlock condition: defeat all the Phalanx in their system.*
The Horus class is a battleship geared towards a more careful approach to battle gaining much more benefits from squadron micromanagement. However, losing ships is much more punishing since patched ships can take less advantage of the Formations and it has a very slow Dock Recovery that can't ever be upgraded. Also, it can only deploy a single battleship weapon, making it very reliant on its squadrons. It starts with a Vanguard Fighter to give you the numerical edge needed to keep your advantage and benefits more than other battleships from the Omniforge squadron upgrades.

**Snake Formation**: Allied units with no adjacent allies gain +30% firerate at short-range as long as they are not under attack.
**Tortoise Formation**: Whenever a stopped allied unit sustains damage from an enemy unit, the damages are shared equally with all adjacent allied units not in movement.
 Starting Squadrons | * Cruiser MK I Aurora
* Frigate MK II Prototype
* Fighter MK II Prototype
* Drone MK II Prototype

 Additional Squadron Docks
Start: **2** Squadron Docks
Max: **4** Squadron Docks

 Squadron System Support
Start: **2** Officer Docks
Max: **3** Officer Docks

 Squadron Dock Recovery

 Additional Weapon Docks
**1** Weapon Dock

 Weapons System Support
Start:  Officer Docks

 Additional Hull Structures
Start: **4** Hull bars
Max: **5** Hull bars

 Hardened Hull
Start: **140** HP
Max: **185** HP

 Hull Integrity Support
Start:  Officer Docks
Max: **2** Officer Docks

 Heat Capacitor
Start: **55** heat points

 Fuel Scavenging Efficiency
Start:
Max:  **Cannot fail**

 Navigation Scanner
Start:  jumps
Max: **2** jump

 Expedition Expertise
 **Can buy intel before an expedition for 20 scrap each.**Allows for **3** retreat during each expedition.Retreating will cost **50%** of the loot or **50%** of the injured commandos.