The Colonial Fleet consists of several torpedo ships and carriers which are known to travel great distances without any fuel issues. Base of this economic advantage are three ships that can generate fuel: The Neutronic Refinery, the Aries Class and the famous Cobol Class Research Cruiser that generates fuel while travelling. Opposed to the Rebels, with who they share most of their ships, the Colonies are not immune to attacks from planets. This lack of enemy information can be compensated by the Cobol Class’s Biocscanner that allows scanning enemy worlds especially in the early game. Due to their unique ability to use fighters for minesweeping the Colonies often have minefield superiority (even vs the Robots) and often they combine their dreaded Virgo Class Battlestars and Cobol Class Cruisers to directly attack core worlds of the enemy without having ever to stop. Their mobility advantage, ability to build fighters in space and access to the Lady Royale Gambling Ship allow the Colonies to expand fast in the early and midgame. In very late games however they tend to loose a bit of their strength since a fight between a Virgo Class Battlestar and a fully equipped Starbase often carries a high risk.
Hull Design | Engines | Beams | Launchers | Note |
Small Deep Space Freighter | 1 | 0 | 0 | 60kt cargo |
Taurus Class Scout | 2 | 2 | 0 | Scout |
Cygnus Class Destroyer | 1 | 4 | 4 | Light Torper |
Little Joe Class Escort | 1 | 6 | 0 | Minesweeper |
Neutronic Fuel Carrier | 2 | 0 | 0 | Fuel Transporter |
Medium Deep Space Freighter | 1 | 0 | 0 | 200kt cargo |
Cobol Class Research Cruiser | 2 | 4 | 2 | Ramscoop |
Lady Royale Class Cruiser | 2 | 4 | 1 | Gambling Ship |
Aries Class Transport | 2 | 2 | 0 | Makes Fuel |
Sagittarius Class Transport | 2 | 2 | 1 Bay | Fighter Factory |
Large Deep Space Freighter | 2 | 0 | 0 | 1200kt cargo |
Tranquility Class Cruiser | 2 | 4 | 2 | Minelayer |
Patriot Class Light Carrier | 1 | 2 | 6 Bays | Light Carrier |
Gemini Class Transport | 2 | 4 | 1 Bay | Fighter Factory |
Scorpius Class Light Carrier | 4 | 2 | 4 Bays | Medium Carrier |
Iron Lady Class Frigate | 2 | 8 | 2 | Minesweeper |
Neutronic Refinery Ship | 10 | 6 | 0 | Makes fuel |
Super Transport Freighter | 4 | 0 | 0 | 2400kt cargo |
Virgo Class Battlestar | 8 | 10 | 8 Bays | Heavy carrier |
Merlin Class Alchemy Ship | 10 | 8 | 0 | Makes minerals |
Campaign Specials | Engines | Beams | Launchers | Note |
Taurus Class Transport | 1 | 2 | 0 | 120kt cargo |
Little Joe Light Escort | 1 | 6 | 0 | Light Minesweeper |
Scorpius Class Carrier | 3 | 5 | 4 Bays | Medium Carrier |
Scorpius Class Heavy Carrier | 4 | 6 | 5 Bays | Heavy Carrier |
Tantrum Liner | 2 | 4 | 2 | Kinetic Blast |
Iron Lady Command Ship | 2 | 8 | 2 | Command Ship |
In Campaign Games the Colonies can have access to improved versions of existing ships. While the Taurus Class Transport gets an improved cargo hold, the two new Scorpius Classes turn their (often unused) predecessor into a dangerous and economic weapon. The Colonies can activate a new Flagship with the Iron Lady Class Command Ship that is able to move before all other ships, and with the Tantrum Liner a very special experimental weapon that uses ion storm energy for kinetik blasts.