Explore the capabilities of Advent's Illuminator, Purge, and Defense Vessels, alongside Vasari's Jikara Navigator, in Sins of a Solar Empire II. Learn their stats, abilities, and combat effectiveness.
This section details specific ships available to the Advent and Vasari factions in Sins of a Solar Empire II, including their statistics, abilities, and strategic uses.
Advent Faction Ships:
- Illuminator Vessel
- Cost: 350 Credits, 50 Metal, 40 Crystals
- Health: 500, Shields: 500, Armour: 2
- Weapon Damage: Beam (16)
- Supply Needed: 6
- Good Against: Frigates
- Weak Against: Cruisers, Capital Ships
- Abilities: Deceptive Illusion (0 Antimatter Cost, 180s Cooldown, 120s Duration) - Creates a decoy ship. Disables other abilities. Useful for escaping ambushes or superior forces, less effective late-game.
- Purge Vessel
- Cost: 530 Credits, 80 Metal, 60 Crystals
- Health: 480, Shields: 375, Armour: 3
- Weapon Damage: Plasma (6), Bomb (20)
- Supply Needed: 12
- Good Against: Planets, Frigates
- Weak Against: Frigates, Cruisers, Capital Ships
- Abilities: None. Primary role is bombarding planets. Requires significant fleet support for protection.
- Defence Vessel
- Cost: 350 Credits, 40 Metal, 20 Crystals
- Health: 650, Shields: 620, Armour: 3
- Weapon Damage: Laser (22)
- Supply Needed: 3
- Good Against: Strike Craft, Frigates
- Weak Against: Frigates, Cruisers, Capital Ships
- Abilities: None. Effective against strike craft and frigates due to high health and shields.
- Missionary Vessel
- Cost: 400 Credits, 125 Metal, 50 Crystals
- Health: 925, Shields: 250, Armour: 0
- Weapon Damage: Laser (5)
- Supply Needed: 7
- Good Against: Nothing
- Weak Against: Everything
- Abilities: Colonise (90 Antimatter Cost, 120s Cooldown, 5000 Range) - Captures empty planets or pirate bases. Crew Extractor (40 Antimatter Cost, 60s Cooldown, 1000 Range) - Captures neutral extractors. Not suited for combat; deploy after clearing threats.
Vasari Faction Ships:
- Jikara Navigator
- Cost: 225 Credits, 20 Metal
- Health: 425, Shields: 225, Armour: 1
- Weapon Damage: Pulse Gun (4)
- Supply Needed: 3
- Good Against: Nothing
- Weak Against: Everything
- Abilities: Explore (0 Antimatter Cost, 0 Cooldown, 0 Range) - Scouts galaxy automatically. Capture Extractor (60 Antimatter Cost, 60s Cooldown, 1000 Range) - Captures neutral extractors. Infallible Jump Drive (Passive) - Immune to enemy jump inhibitors. Primarily a scout and extractor vessel, not for combat.
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