Colonial One

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Colonial One
 
Prerequisites
Tech Level 11
Cost Unique Hull MC
Duranium 110
Tritanium 310
Molybdenum 0
Personnel
Crew Size 75
Guests 2,500
Cargo
Max. Cargo 1,000
Max. Fuel 750
Max. Ord
Max. Repair 24,000
Cargo (Extended)
Pod Bays 0
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons 0 (0kt)
Small Weapons 4
Super Weapon -
Point Defense 4
Generators 1
Armor Limit 3,000
Shield Limit 30
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 50
Power Bank 200
Combat Speed 50
Hyperjump
Class 3
Range 400
Warp Movement
Warp Speed 50LY
Engines 2
Warp Drag Factor 35
Damage Modifiers
Hull Mass 420
Parts
Control System
Engines
Hyper Drive
Life Support
Soft Spot
Scanning
Scan Range 90
Warp Signature 80
Cloak (Fuel) -
 

[edit] Overview

[edit] Colonial One

This is President Roslins ship which arrives at the Battlestar Galactica's location on turn 2, it becomes the races political capitol. this is a one of a kind ship that cannot be reproduced. This vessel has unique properties to the race if it survives. but grants unique properties to The Circle of Twelve if destroyed. this vessels needs to be highly defended.

[edit] Ship Devices

[edit] Special Properties

  • As long as Colonial One survives...
    • CoK Galactic Bank Credits not spent, will Earn 5% interest
    • Colonial One will jump at VCR Tick 75 during Battle Jumps


  • When Colonial One is destroyed...
    • Presidential Memorial Services take place. no ships wings or mechs can be built for the next 5 turns Mobile Casino's shutdown for the next 5 turns.
    • Allows access to battle computer MK3 and Tachnor Sensor Arrays A B and C Exotic Techs for The Circle of Twelve


  • Colonial One hull plans cannot be hacked captured or duplicated in any way by any race. any race possessing the plans to this vessel are Poof-o-Matic.
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