Cylons2004

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[edit] Circle of Twelve

Image:The Circle of Twelve.jpg

[edit] Biography

The Cylons were once an enslaved race of mechanoids that were created to do their masters bidding. but they evolved into free thinkers and began to overthrow their masters. an armistice was reached and the Cylons withdrew to find a world of their own. they have not been seen in over 40 years. during their absence they have conducted human experiments key to their future development of procreation. over time they have evolved, and developed a plan to exterminate the lifeforms known as man. Hell bent on the destruction of the human race they have created 12 Models of humanoids to infiltrate the ranks of the human populations. learn their tactics, Gather intelligence and conduct sabotage. these twelve models are known as the Circle of twelve.

[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
0

Happiness
120

Income
70

Maximum
50

Happiness

Changes

(colonist)

Enslavement
?

Tax
Income

Enslavement
?

Favorite
20


Liberal
?

Liberal
?
Mineral Mining
105


Conservative
?

Conservative
?
Growth Rate
0


Ultra-Conservative
?

Ultra-Conservative
?
Lawfulness
180


Complex
?

Complex
?
Leadership
70

Happiness

Changes

(all natives)

Enslavement
?

Combat
Colonists
2
Powers
Dark
0


Liberal
?


Crew
95

Light
0


Conservative
?


Troops
95
PC Factor
0


Ultra-Conservative
?


High Guard
10
Spy Rating
0


Complex
?

Pilot
Crew
110
PSI Rating
0

Contraband
Likes

Illegal Books

110


Troops
160
Public Relations
5


Alpha Wave Floggers

50


High Guard
10
POD Speed
20



Training
Col to Crew
0






Crew to Troop
0






Troop to HG
0


[edit] Strengths

  • Colonists, HG, and most Fighters are resurectable.
  • Hacker Device (This is not a Hacker Droid , and ability are not related too)
  • Barbitic minelaying
  • BaseStars and R31 Raiders use Nukes against The Colonies of Kobol Race.
  • The First provides racial perks until destroyed.
  • Hyperjumping type 3 fighter R31 Raider
  • Fighter wings minefield immunity for all types except Laser Minefields.
  • boarding actions Via heavy raider.
  • Centurions (crew/troops) can survive on asteroids.
  • can locate enemy bases if they have prisoners of the race held in Concentration Camps (humanoid races only).
  • Ground Assault bonus when capturing Humanoid bases.
  • Ship Board Fighter Factories
  • Life support failure only applies to colonists and HG on board vessels and has no effect on crew (centurians) deaths
  • CoT crew and troops are immune to Disrupter kill rates.
  • Damage Control Bonus(+10 to all repairs) - slightly higher than normal repair rates. Centurians dont require rest, oxygen, or protective gear that would otherwise slow down repairs. *only applicable when Centurians (crew/troops)are on board.
  • Bullets & Missiles Specialist: Ordinance based Large Weapons proficiency +40 accuracy to all ordinance based large weapons except PTT and Sancasters
    • Flake Cannons and 35mm Vulcan PD Gain +20 accuracy bonus.
  • cities dont consume food
  • Med Labs Produce double the meds for the same costs (1food +1supply=2meds)

[edit] Weaknesses

  • Weak scanners the best ship the Basestars have a max scan range of 220
  • no ET shield Tech- Cannot Use this Tech
  • Shield Technology is Forbidden - all CoT ships have a max shield Capacity of 30
  • rely heavily on med units.
  • Slow Hyperdrives jump at tick 199.
  • Max hyperjump of 500ly.
  • access to battle computer MK3 and Tachnor Sensor Arrays A B and C Exotic Techs are Forbidden until the Race destroys All enemy hull types "Colonial One" if none are Present in the Game then access is allowed.
  • Centurian Prisoners are often smelted for tritanium ore.
  • When The First is destroyed...Religious services take place. no ships wings or mechs can be built for the next 5 turns
  • Planetary Defensive structures are forbidden. and will be destroyed if Captured.
  • no tractor beams on any of their hulls.
  • Base and largeweapon Ion Cannons and Ionic Gun Array are highly effective Large Weapons for killing centurians (Crew/Troops) on board their vessels.
  • Bullets & Missiles Specialist:Energy based Large Weapons Penalty -40 accuracy to all Energy based large weapons
    • Energy based PD recieve a -20 accuracy penalty
  • Limited Spy Capabilities. cannot use standard spying.
  • Very high dependence of food and med unit to produce new things (and resurrections).


[edit] Starships

Tech Hull Name Comment
1 Imperious Recon Craft Support Ship
2 Personnel Carrier Support Ship
3 Mining Colony Transport Support Ship
3 Manufacturing Colony Transport Support Ship
4 Cavil Assault Craft Warship
5 Tylium Tanker Support Ship
6 DesertStar Warship
6 Resurrection Ship Support Ship
6 Biolab Colony Transport Support Ship
6 Heavy Raider Warship
7 MoonStar Light Carrier
8 Resurrection Hub Support
8 Attackstar Warship
9 Orbital Moon Fort Warship
10 BaseStar Carrier
11 The First Special-Unique Hull
11 The Colony Special-Unique Hull

[edit] Ship Devices


[edit] Fighters

R29 Guardian
Image:R29 Guardian.jpg
Cost 35 + 3 Crew
Speed 10
Fuel 50
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 2 3
Assault Craft 45 5
Troops 160 40
Cities 290 -
Space Combat
Quickness 40
Attack 15
Evasive 15
Armor 3
Exposed Sys 10
    Beam Missile
Power 10 -
Accuracy 50 -
Range 200 -
Generator 15
Battery 150
Ord - -
R30 Raider
Image:R30 Raider.jpg
Cost 95 + 1 HG
Speed 60
Fuel 120
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 200 140
Assault Craft 15 35
Troops 20 30
Cities 10 -
Space Combat
Quickness 110
Attack 5
Evasive 30
Armor 18
Exposed Sys 0
    Beam Missile
Power 70 N/A
Accuracy 90 N/A
Range 230 N/A
Generator 15
Battery 250
Ord -
R31 Raider
Image:R31 Raider.jpg
Cost 150 + 1 HG
Speed 60
Fuel 300
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 50 110
Assault Craft 170 90
Troops 25 15
Cities 40 -
Space Combat
Quickness 110
Attack 80
Evasive 30
Armor 20
Exposed Sys 0
    Beam Missile
Power N/A 100
Accuracy N/A 40
Range N/A 350
Generator 90
Battery 300
Ord - 400

[edit] Special

[edit] R29 Guardian

[edit] R31 Raider

  • Hacker Device on this Fighter Can Disable Wings and Ships temporarily during Vcr's
  • R31 Raiders Can Hyperjump 500 Lyrs using 100 kt of fuel per jump.
  • R31's Provide Minefield immunity for the Fighters within the wing if the size of the wing is 50 or more, with the exception of Laser Minefields
  • Each wing containing an R31 Raider (with a wing size 50 or more) will have the ability to hack fighter wings computers during a VCR.
  • Each wing containing 10 R31 Raiders (with a wing size 100 or more) will have the ability to Hack starship control computers during a VCR.
  • R31 wings can disable any and all minefields they land in and prevent the owners from turning them on and or detonating them until such time as the wing has been destroyed or left the field. wing size must be >49.
  • R31 wings can detonate enemy kill targeted barbitic or nova barbitic minefields Within 20 lyrs (must set kill Target to detonate the field and be within 20 lyrs range) wing size must be >49.


[edit] Assault Craft

Fuel Dradle
Image:Fuel Dradle.jpg
Cost 10
Ground Combat
  Attack Defense
Fighters 0 2
Assault Craft 1 1
Troops 1 1
Cities 1 -
Robot Cannon
Image:Robot Cannon.jpg
Cost 80
Ground Combat
  Attack Defense
Fighters 0 20
Assault Craft 115 34
Troops 280 30
Cities 250 -
Robot Tank
Image:Robot Tank.jpg
Cost 210
Ground Combat
  Attack Defense
Fighters 10 180
Assault Craft 265 290
Troops 240 270
Cities 130 -

[edit] Special

[edit] Bases

[edit] Ground Combat

  • when attacking enemy ground bases from a base on the same planet, and the race is non humanoid, there is no capture attempts. capture attempts are treated as crush kill and destroy.
  • humanoid ground bases are the only bases that the CoT will attempt to Capture. all other bases are treated as crush kill destroy when attempting to capture.
  • when capturing humanoid bases, the ground assaulting force is given a bonus of 5% added to its combat strength value when attempting to capture only. all other ground combat settings are calculated normally.
  • non human prisoners captured in ground assault. will be killed the following turn. the CoT refuse to imprison lifeforms that are of no value to them. CoT will terminate All non-humanoid prisoners.

[edit] Special Buildings

Concentration Camp
Level 4
Produce Med units
Hybrid Development Lab
Level Special
Produce HG (Hybrids)


Centurian Factory
Level Special
Produce Crew/Troops (Centurians)
BioLab
Level Special
Produce Colonists (skinjobs)

[edit] Missing Buildings

[edit] New Exotic Techs

with the introduction of the CoT and CoK races, there will be additional ETs

  • Develop Starship Supply Factory Technology:
  • Develop Starship Fighter Factory Technology:
  • Develop Starship Mech Factory Technology:
  • Develop Cylon hacker Technology
    • 3000 Initial Cost;
    • 500 Maintenance Fee;
  • Develop Cylon Hacker Firewalls
    • 25000 initial cost;
    • 1200 Maintenance Fee;
      • Vessels not immune to hacker Device gain improved limited immunity

[edit] See also

[edit] Starting Stuffs

?

[edit] Circle of Twelve - History

?

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