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Aurora Cruiser

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Aurora Cruiser
Aurora Cruiser
General characteristics
Acceleration 250
Turning ability 25
Maximum speed 200
Cost 2,000,000 credits
Requirements Middle Auroran string
Technical specifications
Length 470 meters
Shield capacity 200/2
Armor effectiveness 1650/0
Energy capacity 3 jumps or 300 units
Crew 150
Size
Total mass 1200 tons
Free space 75 tons
Cargo space 75 tons
Equipment
Gun hard-points Maximum of 6
Turret hard-points Maximum of 4
Standard armament 4 200mm Railguns, 2 100mm Railguns, 2 Storm Chainguns & 1500 ammo, 4 IR Missile Launchers & 40 ammo, 2 Fusion Pulse Batteries
Included outfits Auroran IR Jammer

The Auroran people's first attempt to create a large war vessel is still their most successful. The Aurora Cruiser mounts immense firepower in the form of 100mm and 200mm Railguns, a broadside of FPC batteries, and anti-fighter chainguns. It does have somewhat weak artificial gravity, however, which is compensated for by a rotating living section. It also has the most basic of thrust engines, which produce abysmal top speed and acceleration, even for a capital ship.

VariantsEdit

  • Gjinchar Class: Same version as the one to the right.
  • Se Gjunchek Class: Better speed and manueverability at the price of a reduced survivability. Armed with 4 200mm Railguns, 2 Hail Chainguns, 4 Storm Chainguns, 4 IR Missile Launchers.
  • Va Gjencha Class: Even worse speed than the standard version, with increased armor and shields. Armed with 6 200mm Railguns, 2 100mm Turreted Railguns, 2 Storm Chainguns, and 6 Raven Rocket Turrets makes this version a pure behemoth capable of raning down an impressive amount of firepower at long range.

It should also be noted that there are different House versions as well. From worst to best; Moash, Dani, Vella, Tekel, and Heraan.

Notes Edit

If you have any gameplay tips, hints, or background information relevant to this topic, please post them here.

The aurora cruiser is extremely effective at long range, frequently shredding ships before they can even bring their guns to bear. However, at close range they are extremely susceptible to attack from even small ships, such as the Valkyrie or Striker, especially from behind as it's turrets cannot fire backwards.


While the shields are pathetic, its armor rating is one of the highest in the game. This is, of course, both a good and a bad thing, since it is disabled at 10% of its hull, which effectively means that it has 1485 in armor instead of 1650. This doesn't mean it is any less good as a weapon platform, however, since it has an insane weapon range and missile armament.


It is recommended to not pilot the ship yourself, because of its limited speed and maneuverability, and since its shield capacity is so low it also means you will have to repair it at a planet quite often after a firefight. The most profitable way is to have them as an escort, since they are quite abundant in Auroran space, and Houseless will frequently have them as well. It will then act like a very formidable sniper, knocking back smaller ships due to its railguns, and can even put a dent into larger ships, especially if you combine it with EMP torpedos.

The only problem that might appear using this tactic is that it might be difficult to capture them, due to their large crew capacity. But if you have a fairly large ship (such as the Unrelenting, if you joined the Pirate storyline) with several Marine Platoons, you might be able to do it.

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