Cronus

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Cronus
PHC-Cronus.jpg
PHC-Cronus.jpg
General Data
Faction Post-Human Coalition
Type Dreadnought
Cost 90 Logistics, 3200 Metal, 2400 Radioactives, 400 seconds
Statistics
Hit Points 15000
Armor 60%

The Cronus is a Dreadnought class warship for the Post-Human Coalition.

Artillery Dreadnought - Long range artillery dreadnought, devastating against buildings and static armies.

Background

The PHC Cronus Dreadnought is brand new as of March 31, 2178.

Designed to address a recent setback in CL-17548 in which a Hyperion was severely damaged due to a renegade having “dug in” around a Turinium generator, the Cronus is the ultimate siege platform.

With multiple missile arrays, the Cronus can absolutely devastate the fixed defenses of any known foe without having to move within range of any known weapons system.

This massive siege dreadnought has a long range and is deadly against buildings. Its defensive capabilities also make it an impressive capital ship. The Cronus’ heavy armor absorbs up to 60% of incoming damage, making this a very difficult ship to take down.

The Cronus is armed with an impressive array of weapons. The 2 WM-205 Atropos Missile Batteries mounted on it are a specialized anti-ground variant of the Atropos missile system. It launches large swarms of missiles to bombard enemies from a safe range, targets radar contacts, does impressive area damage, and pierces armor with ease. 

In addition to its missiles, the Cronus boasts an impressive 6 Mozart Mix-I Hyper Velocity Railguns. This variant railgun is useful for short-range defensive fire and launches a small metallic round at supersonic speed.

Weapon Specs

WM-205 Missile Battery [x2]

Specialized anti-ground variant of the Atropos missile system. Launches swarms of missiles to bombard enemies from afar.

  • 90 DPS per unit
  • 1850 meter range
  • Area Effect Weapon
  • 50% armor-piercing

Mozart MK-I Super-heated Railgun [x6]

A less-refined version of railgun technology useful for short-range defensive fire. Launches a small metallic round at hyper velocity.

  • 280 DPS per unit
  • 600 meter range

Dreadnought Upgrades

Instant Repair - Single Use Effect

Immediately restores 5000 health to the Dreadnought by deploying a cloud of short-lived nanites.

Orion Cascade - 1st Tech Path Upgrade Level 1

Adds a super-long-range missile battery to the Dreadnought that rains down terrifying streams of death from above.

Orion Cascade

A super-long-range missile battery that rains down terrifying streams of death from above.

  • 35 DPS per unit
  • 1200 meters
  • Area Effect Weapon
  • Long Recharge

Armor Piercing Rounds - 1st Tech Path Upgrade Level 2

Infuses the entire army's weapons with 40% armor-piercing capabilities.

  • Requires 1st Tech Path Upgrade Level 1
  • Army aura that increases armor penetration by 40%

Subsonic Demolisher - 1st Tech Path Upgrade Level 3

Adds a sonic anti-structure module to the Dreadnought capable of massive damage to all buildings in an area.

  • Requires Tech Path Upgrade Level 2

Subsonic Demolisher

A sonic anti-structure module capable of massive damage to all buildings in an area.

  • 8 DPS per unit
  • 300 meters
  • Area Effect Weapon
  • Long Recharge

Death Blossom - 2nd Tech Path Upgrade Level 1

Adds an emergency short-range targeting protocol to the Dreadnought's weapon systems which obliterates encroaching enemies.

Death Blossom

An emergency short-range targeting protocol to the Dreadnought's weapon systems which obliterates encroaching enemies,

  • 191 DPS per unit
  • 500 meters
  • Area Effect Weapon
  • Long Recharge

Radar - 2nd Tech Path Upgrade Level 2

Grants the Dreadnought a radar module.

  • Requires 2nd Tech Path Upgrade Level 1
  • The Cronus becomes a mobile radar

Ionic Rangefinder - 2nd Tech Path Upgrade Level 3

Grants the entire army an additional 10% attack range with centralized targeting routines.

  • Requires 2nd Tech Path Upgrade Level 2
  • Army aura that increases attack range by 10%

Game Usage

  • The Cronus is relatively weak in direct combat and even with meticulous kiting, cannot deal with a simple swarming cruiser and/or frigates army. It also has very little chance of escaping the anti-Dread Dreadnoughts (Prometheus and Savager).
  • Cronus shines particularly when there's a need to siege defenses as well as to deal dumb-firing damage upon the enemy rally points, forcing them to move their army frequently or change the rally points entirely.
  • The best use for Cronus is as Tier 3 Artemis as mentioned, and is very annoying for the opponent when it's well protected or having terrain protection to hide behind, such as a mountain (its range is that impressive).
  • Always accompany the Cronus with radar, in whatever form (building or unit) as its range is a lot further than its sight.
  • Once Armor Piercing Rounds upgrade is acquired, the Cronus army with Athena and/or Hera can become more effective than pure Heras or Nemesis-heavy armies in dealing with Dreadnoughts as this army aura significantly skyrockets Athena DPS on heavily armored targets. Juggernauts threats however are still quite dangerous to approach as any of the 4 Juggernauts can destroy the Cronus very quickly, making the army lose the Armor Piercing Rounds aura.