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*[[Colonial Scout]] |
*[[Colonial Scout]] |
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*[[Colonial Sentinel]] |
*[[Colonial Sentinel]] |
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*[[Perks#Colonial Gunship]] |
*[[Perks#Colonial Gunship]] |
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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 |
Colonial Gunship
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Heavy Fighter-Class
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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. |
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
- Fusion Blaster
- Flak Cannon
- Heavy Missile x10
- Mine Cluster x5
- Gatling Turret
- Damage Limiter x2
- Combat Drone x4
Loadout B
Unlocked by reaching sector 4 with the Gunship.
- Pulse Laser
- Scatter Gun 2880
- Light Missile x20
- ARC-9000
- Laser Turret
- Damage Limiter x2
- Webber Drone x4
Loadout C
Unlocked by reaching Sector 7 with the Gunship.
- Beam Laser M3
- Gatling
- Corrosion Missile x8
- Mine Cluster x5
- Front Shield Generator
- Anti-Missile Drone x4
- Nano Injector x2
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.