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Jurassic World: Dominion Dominates Fandom Wikis - The Loop

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RCS-class
CCS ClassCov.png
Cost: CreditIcon.png 1050

MetalIcon.png 120
CrystalIcon.png 55

Build Time: 32 seconds.
Uses: 22 supply.
 
Hull: 3500
Armor: 3
Shields: 4500
Squadrons: 2
 
Plasma Torpedo Damage: 625
Plasma Torpedo Cooldown: 16
 
Pulse Laser Damage: 150
Pulse Laser Cooldown: 7.5
 
Plasma Cannon Damage: 150
Plasma Cannon Cooldown: 7.5
 
 
 
 
Despite its incredible age and extremely limited shield tech, the RCS can pack a considerable punch if paired with an appropriate fleet


 

Overview

An aging design, the RCS-class Armored Cruiser is a heavy cruiser in the Covenant's considerable line of heavy warships. Because of its age, its less effective in combat than its smaller cousin, the CCS-class battlecruiser. While largely obsolete, the RCS-class has been kept in service as an effective launchpad for Space Banshees and Seraph bombers.

History

The RCS-class was a reinforced cruiser design used heavily in the Human-Covenant war. The mainstay of the fleet before the war's conception, the RCS competed with the newer and more effective CCS-class battlecruiser as the main combat ship of the Covenant's fleets. While it was out-classed, it did have a better reinforced hull and larger hangar bays to allow it to operate as a carrier without interrupting its duties as a ship of the line.

Following the war's end, many of the Covenant's considerable number of RCS-class cruisers were stolen away by independent mercenaries, pirates and Covenant Remnant factions, making them function very much in the same way as the CCS-class did; as a fleet flagship or flagship escort cruiser. Their large size deters most privateers and unequipped UNSC battlegroups which overestimate their bite, but luckily they are still rare enough to not be considered an immediate threat in most cases.

Weapons and Tactical Usage

These ships are intended to act as carriers, so their resource and supply constraints are extremely high for a cruiser. Though they carry enough firepower and armor to more than handle themselves against lower-level cruisers and frigates, they should not be used as an offensive cruiser due to their low Plasma Torpedo damage and instead kept at the back of the fleet to provide your battlegroup with strikecraft to deal with bombers or cut away the SMAC Stations the UNSC use to defend their planets.

Ship Type: Cruiser
Primary Role: Carrier
Shield Power: Moderate
Hull Points: High
Armor Level: Moderate
Armor Type: Cruiser
Antimatter: Moderate
Weapons (Fore): Energy Projector, Plasma Torpedoes Silos, Plasma Cannons, Pulse Laser Cannons
Weapons (Side): Plasma Torpedoes Silos, Plasma Cannons, Pulse Laser Cannons
Squadrons Supported: 2 Squadrons
Crew Complement: 37,500


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See also

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