The Colonial Fleet


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.