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*[[Colonial Scout]]
 
*[[Colonial Scout]]
 
*[[Colonial Sentinel]]
 
*[[Colonial Sentinel]]
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*[[Ships comparison]]
 
*[[Perks#Colonial Gunship]]
 
*[[Perks#Colonial Gunship]]
   

Revision as of 20:40, 23 October 2018


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Gunships are big, I appreciate the simplicity of that.
~ Hero  on the Gunship
Everspace-Colonial-Gunship-hangar
Colonial Gunship
Heavy Fighter-Class
The Colonial Gunship is a clunky beast to maneuver but it can take a lot of hits. Its reinforced hull provides the best protection available though this comes with a weak spot: It is not possible to equip a shield device. The front shield generator and a powerful turret provide remedy.
Base stats
Hull Hitpoints
1090
Armour
35%
Shield Hitpoints
0
Shield Recharge Rate
0/s
Energy Core Capacity
140
Energy Core Recharge Rate
6/s
Max Number of Jumps
4
Jump Charge Duration
6s
Primary Weapon Slots
2
Secondary Weapon Slots
2
Device Slots
3
Consumable Slots
3
Cruise Speed
110m/s
Boost Speed
258.5m/s
Sensor Strength
100%

The Colonial Gunship is a Heavy Fighter Class ship. It is the largest player ship in the game and boasts the highest hitpoints and energy capacity. It is also the only vessel capable of utilizing turrets and front shield generators, in order to compensate for sluggish speed and a lack of conventional shields. The Gunship costs 10,000 Credits to unlock.

Loadouts

Loadout A

Loadout B

Unlocked by reaching sector 4 with the Gunship.

Loadout C

Unlocked by reaching Sector 7 with the Gunship.

Achievements

  • Maxing out all perks for the Gunship is one of the possible criteria for unlocking the Tinkerer achievement.
  • Using the Gunship for 15 runs will unlock the Slow and Sturdy achievement.

Gallery

See Also