Category:The Solorian Unity
From PlanetsWiki
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Race Number: | 811 |
| Ship Hull id's: | 526-535 | |
| Lifeform Type: | Transdimensional Energy Being |
[edit] Racial Statistics
| Racial Stats | |
Happiness and Contraband | |
Income and Combat | ||||||||||||
| Farming Climate |
Minimum | 50 |
Happiness | 110 |
Income | 100 |
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| Maximum | 100 |
Happiness Changes |
Enslavement | 0 |
Tax Income |
Enslavement | ? | |||||||||
| Favorite | 95 |
Liberal | 0 | Liberal | ? | |||||||||||
| Mineral Mining | 0 |
Conservative | +4 | Conservative | ? | |||||||||||
| Growth Rate | 75 |
Ultra-Conservative | +10 | Ultra-Conservative | ? | |||||||||||
| Lawfulness | 100 |
Complex | -1 | Complex | ? | |||||||||||
| Leadership | 110 |
Happiness Changes |
Enslavement | 0 |
Combat | Colonists | 20 |
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| Powers | Dark | 10 |
Liberal | 0 |
Crew | 40 |
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| Light | 60 |
Conservative | +2 |
Troops | 55 |
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| PC Factor | 20 |
Ultra-Conservative | +5 |
High Guard | 100 |
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| Spy Rating | 1 |
Complex | -1 |
Pilot | Crew | 100 |
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| PSI Rating | 125 |
Contraband Likes |
VR-6x Holochips | 150 |
Troops | 150 |
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| Public Relations | 30 |
Emotion Chips | 100 |
High Guard | 200 |
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| POD Speed | 0 |
Kerry Crystal Artifacts | 30 |
Training | Col to Crew | 35 |
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| Alpha Wave Floggers | 20 |
Crew to Troop | 40 |
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| Troop to HG | 15 |
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1 The change for Complex Tax depends on the Happiness in Base. For more information look here
Native happiness is capped at 100.
[edit] Special
[edit] Growth
- Solorians can not turn on Tank-O-Tronic cloning exotic tech (Host 194).
- Growth rate is depended on the heat of the stars instead of their stat Growth Rate + All other Growth factors like for other races:
- If base set to peaceful, peaceful bonus is 5, other mode is 0. The decision points to a formula and each formula has the same bonus to the star heat in it. The only difference is the divisor of the star heat, which is done after the bonus is applied to the star heat. (.20 + ((star heat + bonus) / divisor)) * .05
If starheat > 90 Then dGrow = (0.20 + (starheat + peaceful bonus) / 30)) * .05 ' 17.6% Growth rate at star heat 100 (Only theoretical) ' 16.7% Growth rate at star heat 94 (Hottest star possible) ' 16.1% Growth rate at star heat 91 Else If starheat > 70 Then dGrow = (0.20 + (starheat + peaceful bonus) / 50)) * .05 ' 10.0% Growth rate at star heat 90 ' 8.1% Growth rate at star heat 71 Else If starheat >= 30 Then dGrow = (0.20 + (starheat + peaceful bonus) / 90)) * .05 ' 4.8% Growth rate at star heat 70 ' 2.6% Growth rate at star heat 30 Else dGrow = 0 ' NO Growth if star heat < 30 End If
[edit] Star Type Change at Start
Only in the first 5 turns any planet with more than 10.000 solorians will change it's Star Type to 'Green Binary' and roll it's star heat between 66 and 86 EVEN if it was already a 'Green Binary'. The planets should be settled accordingly in the first 4 turns to make it useful. The Star Type -change happens before base chunneling.
- When the Solorians start on at a star better than a green binary then it won't be replaced.
- Starting Solorian stars will not have a chance to get colder as they adjust during the first 4 turns (Host 213e).
- Contested,Host 213.38 is not preventing this from occuring, red and blue giants were changed to green binarys in the first 5 turns.--protomatter 00:03, 14 April 2009 (CEST)
[edit] Natives
- Native happiness is capped at 100.
- All Natives have a +15% chance of joining the Solorians.
- Ghipsoldals don't require Kerria Crystals to join, but it still helps
- 850kt Kerria needed for 100% join chance
- 1000 Ghipsoldals take 1 kt of Kerria when joining the base (if any is available).
- Wild Amorphous Worms on a surface of a planet will not join a Solorian base on the same planet (PSI > 80).
- Amorphous Worms on a surface of any planets in 300ly will join via Public Space Port.
[edit] Pods
- Pod Speed 0.
- Cannot be increased by Pod Kicker Exotic Tech.
[edit] Starships
| Tech | Hull Name | Comment | |
|---|---|---|---|
| 1 | | M2 Flare Class Scout | Support, has Hyperdrive |
| 2 | | Spectrum Class Freighter | Support |
| 3 | | Prominence Class Cruiser | Warship |
| 4 | | Corona Class Orbital Miner | Support, Warship |
| 4 | | Solar Wind Class Freighter | Support, has Hyperdrive |
| 5 | | Solar Collection Array | Starbase, Support |
| 6 | | Eclipse Class Starbase | Starbase, Warship |
| 7 | | Pulsar Class Warcruiser | Warship, has Hyperdrive |
| 10 | | Nexus Class Warstar | Warship, has Hyperdrive |
| 10 | | Solar Ragnarock Device | Go BOOM! |
[edit] Special
- Immune to crew abduction from various sources, including the Privateer Siren HAARP.
[edit] Fuel
- Solorian ships do not use Neutronium as fuel. Instead their ships gather fuel from the star heat (Star Heat Fuel) when ending the turn over a star/planet (or with 2ly range). The amount of fuel gathered depends on the hull and the heat.
- Fuel can only be transferred to Solorian ships from the Solar Collection Array using a special device called Energy Transfer Beam.
- Solarian cannot use BUN to beam up Neutronium into their ship (Host 204).
- Solorian fuel cannot be stolen from Solorian ships and is meant to disappear when a Solorian ship is captured.
[edit] Hulls/Alien Hulls
- Solorian ships captured by other non-Solorians (except The Crystal Assembly, this may be a bug) begin to degrade immediately,
which require constant repair or they will be destroyed. The ship will take 20% hull damage per turn and its log will contain a message:
| This ship is on FIRE!!! |
- Repair are burned up before repairs take effect.
- Solorians cannot build alien hulls.
- Captured non-Solorian hulls gather fuel in the same manner as all other Solorian ships.
- The Solar Collection Array will NOT transfer fuel to non-Solorian hulls.
- If there are Solorian crew or troops on board a non-Solorian ship at the end of the turn (including Crystals) the ship gets from 10 to 40% hull damage and all fuel is removed from the ship. High guard and colonists may be on board without risk.
[edit] Shields
- Solorian ships take half shield drain from ordnance using weapons.
- Solorian ships take double shield drain from non-ordnance using weapons.
[edit] Ship Devices
- Alchemy Forge
- Barbitic Mine Dropper
- Bioscanner
- Food to Supply Converter
- Gravitonic Mine Dropper
- Ground Base Chunneler
- Holo Jamming Device
- Laser Mine Dropper
- Laser Mining Drill
- Long Range Mine Detector
- Mine Sweeper Array
- Minefield Destabilizer
- Mobile Ord Factory
- Mobile Repair Plant
- Scalar Wave Damper Any Scalar Wave Dampers on ships owned by Solorians are limited in that they cannot reduce the delta at all and they cannot reduce HD stress below 0. The effectiveness of the device on stress is from 0 to 40. Delta stress is NOT reduced.
[edit] Solorian unique Ship Devices
[edit] Starting Ships
| Count | Hull | Warp | Hyp | Shield | Armor | SW | LW | PD | Gen | Comment |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | M2 Flare Class Scout | 105 | 350 | 40 | 30 | - | - | - | - | - |
| 1 | Spectrum Class Freighter | 105 | - | 80* | 100 | 4 Disrupter | - | 4 Flake Cannon | 1 Servodyne 600 | - |
| 2 | Corona Class Orbital Miner | 105 | - | 350 | 200 | 5 Disrupter | 1 Sandcaster 3 Anti-Matter Gun | 8 Flake Cannon | 4 Servodyne 600 | - |
* with Master 213 and later
[edit] Resources On Starting Ships
| Count | Hull | Personnel | Resources | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Crew | Col. | Troops | HG | MC | Supplies | Food | Med | Repair | Ord | Fuel | ||
| 1 | M2 Flare Class Scout | 4 | 3 | 1 | - | 30 | 2 | 1 | - | 33 | 50 | 78 |
| 1 | Spectrum Class Freighter | 120 | 1667 | 500 | - | 32 | 1000 | 500 | 250 | 3333 | 5000 | 100 |
| 2 | Corona Class Orbital Miner | 800 | 7 | 2 | - | 30 | 2000 | 1000 | 500 | 1667 | 4000 | 1470 |
[edit] Fighters
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[edit] Special
- The Missile Range of Quasars is doubled vs Fighters (effective range: 20).
- Fusions are immune to enemy fighter's missiles
[edit] Assault Craft
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- Upon the firing of a Stellar Matter Launcher, each Maelstrom Cannon present at the base will reduce the Hyperdimensional Stress of the planet by one point to a minimum stress of zero.
[edit] Bases
- Immune to the Robot's Insectoid Nest.
- Solorians can create a new base on an Asteroid Field.
- If a planet explodes and turns into an asteroid any bases will be destroyed. (confirmed with Host 213d)
[edit] Special Buildings
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[edit] Missing Buildings
- Smelter
- Mineral Mine
- The only way of gaining metals is by using the Laser Mining Drill, Alchemy, or trading.
- Terra Former
- Every 500,000 Colonists raise temperature by 1 each turn
- Farms make food before terraforming.
- Base chunneling happens after terraforming.
- Every 500,000 Colonists raise temperature by 1 each turn
- Base Shield
- Homeworld begins game with a Base Shield, but Solorians can not use the standard base shields since host 93.
- The starting Base Shield work vs WCM Host 199.
- Bases with 10 million+ Colonists create a special Solorian Base Shield during combat.
- Raid Shelter
- Undercity
[edit] See also
- Stuff concerning the Solorian Unity
- [1] Official Race Page
[edit] Starting Stuffs
- Starting Homeworld Resources
- Starting Buildings Matrix
- Starting Ships Matrix
- Resources on Starting Ships Matrix
[edit] The Solorian Unity - History
This was put together by searching through the History of Changes page, looking for a match for "bird". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.
[edit] November 8, 2008
[edit] What is new in Host.exe Version 4.000.213x
- Fixed: Any time that a base checks for another base on the same planet, an extra check is now made to verify that the planet assigned to both bases match. This fixed some issues in: base chunnel notification to enemy bases, bases lost due to planetary explosions, Amorphous Worms attacking a base, Scavengers gathering stuff from natives, Cyborg assimilation of enemy bases,
[edit] September 25, 2008
[edit] What is new in Host.exe Version 4.000.213s
- New: Solorian base log when heating up the planet with colonist popualation.
[edit] September 24, 2008
[edit] What is new in Host.exe Version 4.000.213r
- Fixed: Solorians will not lose natives if they have over 100 of any type.
[edit] Sep 22, 2008
[edit] What is new in Host.exe Version 4.000.213o
- Fixed: X Field being used by a Solorian player that captures an enemy ship will have its fuel set to 0.
- Changed: Solorian Stellar Matter Launcher with X Field will only take effect once per SML shot.
[edit] Jul 16, 2008
[edit] What is new in Host.exe Version 4.000.213j
- Fixed: Due to an incorrect condition, a Solorian that has an alien hull would be able to refuel it if the hull ID was over 526. The intention was that alien hulls cannot be refueled and so this has been fixed.
[edit] May 01, 2008
[edit] What is new in Host.exe Version 4.000.213f
- Changed: At the start of the game (turns 1 to 4) Solorian bases with 10k colonists will change the star (instead of 10,001 colonists).
[edit] April 24, 2008
[edit] What is new in Host.exe Version 4.000.213e
Changed Starting Solorian stars will not have a chance to get colder as they adjust during the first 4 turns.
[edit] April 01, 2008
[edit] What is new in Planets4.exe Version 4.000.064
- New: Players must now designate a "ship yard" instead of the code choosing any base with a military space port on it. A "Y" toggle is available on the Base Overview screen. This setting will be retained from turn to turn. The settings of the pods launched changed to use boost and dock instead of boost and drop so that you can set an ally's base as the anvil and get the expected results. The way that this command observes "reserve levels" was broken and is now fixed. Solorians can no longer attempt to pod neutronium ore.
[edit] April 01, 2008
[edit] What is new in Host.exe Version 4.000.213
- Fixed: Ship fuel wasn't being exported from combat correctly. This only really mattered for Solorian ship captures.
[edit] February 14st, 2008
[edit] What is new in Host.exe Version 4.000.212f
- Fixed: Non-Solorian owned ships captured by a Solorian in combat will now have 0 fuel.
[edit] February 11st, 2008
[edit] What is new in Host.exe Version 4.000.212e
- Fixed: Hull plans on a Solorian ship will be deleted.
- Fixed: Non-Solorians can no longer transfer fuel to Solorian bases from ships or pods.
- Fixed: Non-Solorians can no longer transfer fuel to Solorian pods from ships.
- Fixed: Non-Solorian-owned ship captured by a Solorian player will have the fuel set to 0.
- Fixed: Solorian-owned ships captured by a non-Solorian player will have the fuel set to 0.
[edit] November 3th, 2007
[edit] What is new in Host.exe Version 4.000.211
- Fixed: Solorian TOT message for Exotic Techs fixed.
[edit] September 10th, 2007
[edit] What is new in Host.exe Version 4.000.210patch1
- Fixed: Large wings can no longer get bonuses to hit Solorian Fusion or Robot R27 Raider with missiles.
[edit] Aug 27th, 2007
[edit] What is new in Host.exe Version 4.000.209
- Fixed: Solorians get a bonus for having their Military Stance of bases set to Peaceful.
- Changed: Eye of Madagon will not work on bases with an active base shield (Solorian bases with 10 million+ colonists are not included in this) when over 80 ly away from the base. The Eye will not destroy more than 350 or 30% of the total food (whichever is lower) from bases and 250 (or 30%) from ships.
[edit] July 10th, 2007
[edit] What is new in Host.exe Version 4.000.207
Fixed: Solorian Stellar Matter Launcher can only be fired from a planet and not an asteroid.
[edit] June 12th, 2007
[edit] What is new in Host.exe Version 4.000.204
Fixed: Solorians using "BUN" command code when they are NOT supposed to be able to do that.
[edit] June 11th, 2007
[edit] What is new in Host.exe Version 4.000.203
Fixed: Dry Dock can no longer build alien hulls from Robot, Crystal, or Solorian unless you are that race.
Fixed: Hull plans from races that you mustn't have hull plans for (Solorians, Robots, Crystals) will be removed from ships.
Fixed: Long Range Mine Detector will no longer make the ship visible to all players. It will send the contact data to the correct player.
Fixed: When planets explode from high stress, the bases on them will be destroyed (including Solorian base) and messages will be sent. Cash, metals, ore, etc will no longer be present on the remaining asteroid.
Fixed: When the Solorians start on at a star better than a green binary then it won't be replaced.
Fixed: When you recycle a ship, the base will now get any cash, food, med units, and hull plans. Hull plans will only be transferred if the player race isn't Privateer, Solorian, Robot, or Crystal.
[edit] April 29th, 2007
[edit] What is new in Host.exe Version 4.000.201
Fixed: When bases merge, the maximum number of natives of each type is limited to 50 million. The happiness of natives will merge based on the population of natives and their respective happiness level. Solorians will have their natives limited to 100 happiness. Colonist happiness and crime will merge based on the population and their respective happiness/crime levels. Crime will not exceed 1000. Ore, metals, fuel, food, med, contra, repair, and megacredits are limited to 1 billion. Repair units weren't merging previously. Base structures are limited to 10k. Personnel and prisoners are limited to 50 million. Queued builds will be merged. On/off status of buildings will be merge. Slider-bar settings of government center, ordnance plant, etc will be merged. Reserve levels will be set to the higher of the two bases.
New: Base Chunnel requires that the channeling ship have control system damage less than 50%. You can chunnel a base that is not at war with you if you match the friendly code of your ship to the base. A base command code of NCH will prevent base chunnel. An enemy player will receive a base log message when a base has channeled to the planet that they are on.
[edit] Oct 31st, 2006
[edit] What is new in Host.exe Version 4.000.198
- Fixed: Anti-Matter Mauls yielding fuel when used on solorian ships
- New: Captured Solorian ships have no fuel
[edit] Sept 5th, 2005
[edit] What is new in Host.exe Version 4.000.194
- New: Solorians can not turn on Tank-O-Tronic cloning exotic tech
- Changed: Solorian Growth rate changed to (.20 + ((plan.starheat) / 50)) * .05) from Starheat 71 to 90.
- (Growth outside this range remains the same as below)
[edit] What is new in Host.exe Version 4.000.??? (Already active, not sure which Host it came with)
- Changed: Solorian Growth rate remains at (.20 + ((plan.starheat) / 30)) * .05) for Starheat > 90.
- Changed: Solorian Growth rate set to 0 for Starheat < 30.
- Changed: Solorian Growth rate changed to (.20 + ((plan.starheat) / 90)) * .05) from Starheat 30 to 90.
[edit] Jan 3rd, 2005
[edit] What is new in Host.exe Version 4.000.184
- Fixed: People can beam fuel from friendly Solorian ships!
[edit] Oct 23rd, 2004
[edit] What is new in Host.exe Version 4.000.178
- New: Ship making less than 400 points of sensor noise and not lit up by detonating laser mines can not be targeted by the Solorian Stellar matter launcher.
[edit] Oct 11th, 2004
[edit] What is new in Host.exe Version 4.000.174
- Fixed: Solorian green home star heat level corrected. They where getting a green star with the wrong heat.
[edit] Feb 14th, 2004
[edit] What is new in Host.exe Version 4.000.158
- New: If a Solorian ship is captured the fuel vanishes
[edit] Dec 22nd, 2003
[edit] What is new in Host.exe Version 4.000.154
- Changed: Solorian resource points adjusted downward due to their now higher growth rate
[edit] July 18th, 2003
[edit] What is new in Host.exe Version 4.000.139
- New: Solorian terraformers no longer need fuel to work
- Fixed: Solorian Holo Jamming Device not working
[edit] June 9th, 2003
[edit] What is new in Host.exe Version 4.000.136
- Changed: Solorian growth rate changed again to (.20 + ((plan.starheat) / 30)) * .05. The 5% growth rule is back in play for them. Max growth rate is now at 17% a turn on a very hot world and 1% on a cold one.
[edit] June 3rd, 2003
[edit] What is new in Host.exe Version 4.000.134
- New: Solorian growth rate adjusted, limited to no more than 200% growth per turn around hot planets. Down from 3330% growth rate, which seemed to be a bit too high.
[edit] March 3rd, 2003
[edit] What is new in Host.exe Version 4.000.122
- Fixed: Privateers stealing Solorian fuel
[edit] April 8th, 2002
[edit] What is new in Host.exe Version 4.000.107
- New: Solorian collection array does not receive fuel from other ships using the transfer beam device
[edit] March 28th, 2002
[edit] What is new in Host.exe Version 4.000.102
- New: Solorian Fighter Type 1's have double missile range
- New: Solorian Fighter Type 2's immune to enemy fighter missile fire
[edit] Nov 22th, 2001
[edit] What is new in Host.exe Version 4.000.094
- New: Solorian Orbital Miner laser drill given extra drilling power of 10000 ore a turn
[edit] Nov 9th, 2001
[edit] What is new in Host.exe Version 4.000.093
- New: Solorian Homeworld starts with a Green Binary Star (Type 19)
- New: Solorians immune to fuel stealing, crew abduction and haarp devices
- New: Solorians can not use base shields
- New: Solorian bases with 10 million or more colonists get a free base shield
- New: Solorian 500,000 or more colonists cause the planet to heat up
- New: Solorian can not terraform
- New: Solorian get a log message about fuel gathered from the stars
- Changed: Solorian Stellar Matter Launcher only uses 40,000 ord units
[edit] What is new in Master.exe Version 4.000.043
- New: Solorians get better ships and no freighters
- New: Solorians do not start with terraformers
[edit] Aug 20th, 2001
[edit] What is new in Host.exe Version 4.000.091
- New: Solorian growth rate reduced to 70 + Heat / 3
- New: Solorian stellar matter ball power increased from 79 to 90
- New: Solorian fuel recharge rate increased from 1/100 to 1/90
[edit] July 30th, 2001
[edit] What is new in Host.exe Version 4.000.089
- Fixed: Solorian Stellar Matter Launcher does not work!
- Tested: A test fire of the Stellar Matter Launcher has been done and it has been confirmed to be working perfectly
- New: Solorian Stellar Matter Launcher blast radius increased to 20 LY (Ships take 1/20 damage at range 20)
- New: Solorian Maelstrom assault unit reduces the HD stress of a planet by 1 point each when the Solorian Stellar Matter Launcher is fired. The Stellar matter cannon produces 300 points of HD stress so 300 Maelstrom units are required to completely counter act the stress of firing the weapon. If the base has more than 300 Maelstroms the HD stress of the planet will actually be reduiced during the firing of the weapon. Maelstroms do not has any effect on HD stress when the weapon is not being fired.
[edit] July 25th, 2001
[edit] What is new in Host.exe Version 4.000.088
- New: Privateers: Fuel Robber has a 50LY range and can steal up to 150kt of fuel. The device will not take Solorian fuel.
[edit] July 16th, 2001
[edit] What is new in Host.exe Version 4.000.086
- New: Solorian: Native happiness limited to 100 points and no more
- Changed: Solorian: They can be assimilated by the Cyborg, but they die instantly.
- Fixed: Solorian: Base chunnel fails to work
- Fixed: Solorian: I am able to tow the Solar Collection Array (wrong!)
- Fixed: Solorian growth rate 100 times too fast.
[edit] July 13th, 2001
[edit] What is new in Host.exe Version 4.000.085
- New: Solorian: Stellar Matter Launcher building fires a blast of energy at space craft at a long distance. The device requires 500,000 ordnance units to fire. The planet must have a ship in orbit over the Ground Base with a Stellar Targeter turned on and a kill target set. The blast will be fired at the kill target object if it is in range. Firing the weapon causes 300 points of HD Stress in the planet under the Ground Base. The weapon fires after all movement is done and only can damage things in space, it does not damage Ground Bases. The device has a blast power of (5000 + 79 * (StarHeat * 6 - DistanceToTarget))/HullMass
- GravMineFactorX. The more Gravitonic Minefields in the area of the planet firing the weapon or over the target planet the less damage the blast will do.The Launcher has a maximum range of Heat * 6 and has a blast radius of 10 LY. The power of the blast decreases by 10% every LY out from the blast center. Solorian craft are not immune from the blast. - New: Solorian Ragnarock Device (Wildcard 3) causes 1070 stress points in all planets within 200 LY of the ship and destroys the ship.
- New: Solorian: Ragnarock ship can not use jumpgates, jumppoints, or Warp Chunnelers
- New: Solorian: Solar Collection Array has a Gravity Stablizer. It can not be towed, Warp Chunneled, jump gated, jump pointed or moved in any way.
- New: Solorian: Solar Collection Array collects fuel from stars at a rate 10 times the normal Solorian fuel collection rate.
- New: Solorian: Ships collect fuel from stars at a rate of 1/100 * mass * StarHeat
- New: Solorian: Energy transfer beam (Wildcard 2) when on fuel is transferred to all other Solorian ships in the area (same owner only)
- New: Solorian: Growth rate is 70 + StarHeat / 5
- New: Solorian: Pod speed is always 0, exotic tech will not increase pod speed
- New: Solorian: Can not own plans to other race's ships
- New: Solorian: Can not own other race's ships
- New: Solorian: Other races can not own Solorian ships
- New: Solorian: Other races can not own Solorian ship plans
- New: Solorian: Solorian ships take double shield drain from beam weapons
- New: Solorian: Solorian ships take half shield drain from ordnance weapons
- New: Solorian: Can not transfer fuel using transporters or pods to any other ship or race
- New: Solorian: Natives have a +15% chance of joining Solorian Ground Bases
- New: Solorian: Fuel can not be stolen
- New: Solorian: Solar Gamma Ray does not hurt Solorian
- New: Solorian: Can not be assimilated by the Cyborg
- New: Solorian: HD Stress damper device has only half the normal power
Subcategories
There are 3 subcategories to this category.
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Articles in category "The Solorian Unity"
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