Topic: The Colony

Since just about every known sci-fi universe has some sort of insect race I decided to create my own after looking into some other and not caring for their stats. 

The Colony is an insectoid race that has very little known about them, as there are rarely if ever survivors after an assault from them.  A strictly carniverous race, their onslaught is not driven by greed, glory, conquest or power but, simply the most basic of all needs: Hunger.  And the Colony has a ferocious appetite!  The Colony was first mentioned eons ago in history but, had long been thought of as lore, until recently with the reappearnace and conflict.  The Colony started showing up after battles between other races and "cleaning" the field of disabled ships and their crews.

But now the Colony's hunger is no longer satisfied so easily and they are looking for larger sources of food.  The Colony has begun attacking ships and worlds alike with indifference to the pleas of their next meal.

The Colony does not communicate with any other race, as they see no need speaking with food.  As such, the true names of their livingvessles is unknown and have been named by survivors and governments looking to tam the beasts known as The Colony...

Re: The Colony

The Colony utilizes all organic technologies, using everything from it's spawn to it's dung as weapons. 

The Arachnid is the largest and most physically impressive of the Colony ships, it boasts impressive fire power and the ability to use it impressively.  If an Arachnid is present, it is almost certain doom for the adversary.

Command Dreadnought class
The Colony
Arachnid   (2018)
Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: 3 2 1

[a] Large Acid Burst [4/8/12, 5+, 3/1/3, Continuing Damage, Extra Hull Damage]
AB, AB, EF
[b ] Shell Breaker [6/12/18, 4+, 3/2/1, Ignores Shields]
AB, AB, ACE, BDF
[c] Mini Turret [2/4/6, 4+, 3/1/1, No Hull Damage, Range-Based PEN]
AB, AB, AC, BD, CE, DF, EF, EF

Organic Hull, Spinal Mount (10/20/30) [OOOO], Shockwave [O],
Anti-Fighter Batteries [OOO], Electronic Countermeasures [O],
Electronic Warfare System [O], Fighter Bay [OOOOOOOO]

1[HQ], 2[Ea], 3[Hb], 4[Sc], 5[H], 6[Q]

The Mantis is the most common of the large ships, often seen in pairs.  At the end of a successful conquest it is not uncommon to see a Mantis turn on another Mantis, until only one survives.

Dreadnought class
The Colony
Mantis   (1190)
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: 3 2 1

[a] Acid Burst [2/4/6, 4+, 2/1/3, Continuing Damage, Extra Hull Damage]
AB, AB
[b ] Larva Drill [4/8/12, 4+, 3/1/1, Increased PEN, Re-Rolls Penetration Dice, Extra Hull Damage]
AB, AC, BD
[c] Mini Turret [2/4/6, 4+, 3/1/1, No Hull Damage, Range-Based PEN]
EF, EF

Armored Gun Batteries, Electronic Countermeasures [O],
Electronic Warfare System [O], Organic Hull,
Spinal Mount (10/20/30) [OOO], Fighter Bay [OO]

1[Ha], 2[Eb], 3[Hc], 4[S], 5[H], 6[Q]

Re: The Colony

The Scarab is the heavy hitter of the Colony with excellent weapons and a reinforced shell it is a courageous captain who dares to take on a Scarab in battle.

Battle Cruiser class
The Colony
Scarab   (1015)

Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1

[a] Acid burst [2/4/6, 4+, 2/1/3, Continuing Damage, Extra Hull Damage]
AB, EF
[b ] Shell Breaker [6/12/18, 4+, 3/2/1, Ignores Shields]
AB, AB, AC, AC, BD, BD, EF

Organic Hull, Long Range Sensors [O], Armored Gun Batteries,
Anti-Fighter Batteries [OO]

1[HQ], 2[Ea], 3[Hb], 4[E], 5[H], 6[S]

The Spawn Flinger is a Carrier that sends it's swarms of children into battle.  Having limited offensive capability the Spawn Flinger is usually seen in the rear of a Colony assault.

Carrier class
The Colony
SPAWN FLINGER   (992)

Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: 2 1

Organic Hull, Fighter Bay, Aslt, Bmbr, Lrg [OOOOO],
Fighter Bay, Bmbr, Hvy, XRng [OOOOO],
Fighter Bay, Fast, Lrg, Shdw [OOO],
Spinal Mount (9/18/27) [OOOO], Launch Bay [OO],
Marine Squad [OOOOOOOOOOOOOOOOOOOO]

1[HQ], 2[EQ], 3[HQ], 4[SQ], 5[H], 6[Q]

The Venom Barb is one of the deadliest of the Colony.  With the ability to fit multiple roles and be effective in each, it is a deadly "jack of all trades."

Infest Carrier class
The Colony
VENOM BARB   (860)

Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: 2 1

[a] Larva Drill [4/8/12, 4+, 3/1/1, Increased PEN, Re-Rolls Penetration Dice, Extra Hull Damage]
AB, AB, AB, AB
[b ] Mini Turret [2/4/6, 4+, 3/1/1, No Hull Damage, Range-Based PEN]
AC, BD, EF, EF, EF

Hyperdrive [O], Spinal Mount (10/20/30) [OO],
Point-Defense System [O],
Fighter Bay, Bmbr, XRng [OOOOO],
Organic Hull

1[HQ], 2[Ea], 3[Hb], 4[S], 5[H], 6[Q]

Re: The Colony

The Roach is about Offensive as one can get, in every meaning of the word. The Roach carries with it a stench that spreads even through reinforced steel to make it opponents gag in disgust.  The Roach eaned its name by often being the only ship alive after a severe conflict.

Roach class
The Colony
Battle Cruiser   (678)

Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1

[a] Missle Spurt [5/10/15, 4+, 2/1/2, Expendable, Range-Based PEN, Variable PEN]
AB, AB, AB, AB, AB, AB, AB, AB, AB
[b ] Larva Drill [4/8/12, 4+, 3/1/1, Increased PEN, Re-Rolls Penetration Dice, Extra Hull Damage]
AC, BD
[c] Acid Burst [2/4/6, 4+, ROF 2, DMG 3, Continuing Damage, Extra Hull Damage]
EF, EF

Organic Hull, Electronic Countermeasures [O]

1[HQ], 2[Ea], 3[Ha], 4[Eb], 5[Hc], 6[S]

The Mosquito is as irritating as it's namesake.  Its sole mission is to deliver an infection of assault troops onto your vessle, and then buzz away again. While low armor it is exceedingly hard to hit, with its speed and cloaking ability.

Seige Destroyer class
The Colony
Mosquito   (483)

Hull: 6 5 4 3 2 1
Engines: 9 8 7 6 5 4 3 2 1
Shields: 2 1

[a] Acid Burst [2/4/6, 4+, 2/1/3, Continuing Damage, Extra Hull Damage]
AB, AB

Organic Hull, Cloaking Device [O], Marine Squad [OOOOOOOOOOOOOOOOOOOO], Spinal Mount (8/16/24) [OO]

1[HS], 2[EQ], 3[HQ], 4[EQ], 5[Ha], 6[E]


The JuneBug is a staple of the Colony force.  It is seen in every conflict, for its simple effectiveness and unassuming yet powerful performance.

Light Cruiser class
The Colony
Junebug   (467)

Hull: 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: 2 1

[a] Carapace Rockets [4/8/12, 4+, 2/1/3, Expendable]
AB, AB, AB, AB, AB, AB, AB, AB
[b ] Plasma Burst [2/4/6, 4+, 1/3/3, Expendable, Halves Shields]
AC, AC, AC, BD, BD, BD, EF, EF
[c] Acid Burst [2/4/6, 4+, 2/1/3, Continuing Damage, Extra Hull Damage]
AB, EF

Organic Hull, Anti-Fighter Batteries [OOO], Spinal Mount (8/16/24) [OO], Point-Defense System [O], Marine Squad [OOOOOO]

1[HQ], 2[Ea], 3[Ha], 4[Sb], 5[Hb], 6[Qc]

Re: The Colony

The Termite is the Colony version of a Minelayer.  It's sole purpose is to slow down the enemy enough for the rest of the colony to assault it.

Mine Layer class
The Colony
Termite   (495)


Hull: 5 4 3 2 1
Engines: 9 8 7 6 5 4 3 2 1
Shields: 2 1

[a] Dung Bomb [3/6/9, 4+, 2/1/3, Variable DMG]
AB, AB, AB, CDEF

Organic Hull, Mine [OOOOOOOOOOOOOOOOOOOO],
Minesweeper Array [OO],
Battle Satellite [OOOOOOOO]

1[HEa], 2[ES], 3[HQ], 4[EQ], 5[HQ], 6[Ea]


The Grasshopper and the Dung Beetle are often seen in battle simultaneously , since their assaults complemnt the other's design.  The Colony uses them interchangably.

Assault Cruiser class
The Colony
Grasshopper   (441)

Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: 2 1

[a] Missle Spurt [5/10/15, 4+, 2/1/2, Expendable, Range-Based ROF, Variable PEN]
AB, AB, AB, AB, AB, AB, AB, AB, AB, AB
[b ] Mini Turret [2/4/6, 5+, ROF 3, No Hull Damage, Range-Based PEN]
ABCD, ABCD, CDEF, CDEF

Organic Hull, Electronic Countermeasures [O],
Electronic Warfare System [O], Fighter Bay [OO]

1[Ha], 2[Ea], 3[Hb], 4[S], 5[H], 6[Q]



Missle Cruiser class
The Colony
Dung Beetle   (440)

Hull: 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: 2 1

[a] Dung Torpedo [5/10/15, 4+, 2/1/2, Expendable, Continuing Damage]
AB, AB, AB, AB, AB, AB, AB, AB, AB, AB

[b ] Particle Beam [3/6/9, 4+, 2/1/2, Halves Shields, Extra Hull Damage]
AB, ACE, BDF, EF

[c] Plasma Cannon [2/4/6, 3+, 1/2/1, Shield-Resonant]
AB, ACE, BDF, EF

Anti-Fighter Batteries [O], Organic Hull, Long Range Sensors [O]

1[HQ], 2[Ea], 3[Ha], 4[Ea], 5[Hb], 6[Sc]
[/color]

Re: The Colony

The Millipede is made for speed. A quick and light vessle it is most effective in quick strikes and assaults on unexpecting ships.  With its limited offensive capabilities it relies on its speed evacuate if needed.

Millipede class
The Colony
Light Cruiser   (383)

Hull: 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1

[a] Mini Turret [2/4/6, 4+, 3/1/1, No Hull Damage, Range-Based PEN]
AB, AB, AC, BD, EF, EF

[b ] Larva Drill [4/8/12, 4+, 3/1/1, Increased PEN, Re-Rolls Penetration Dice, Extra Hull Damage]
AB, ACE, BDF
Organic Hull

1[HS], 2[Ea], 3[Ha], 4[Eb], 5[H], 6[E][/color]


The Tick(Spoooooon!) is often the first ship seen by a soon to be meal.  The Tick jumps into the fray early and if it gets too hairy it jumps right back out. 

Destroyer class
The Colony
Tick   (259)

Hull: 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 2 1

[a] Mini Turret [2/4/6, 5+, 3/1/1, No Hull Damage, Range-Based PEN]
AB, AB, AB, EF, EF

[b ] Plasma Burst [2/4/6, 4+, 3/1/3, Expendable, Halves Shields]
AB, AB, AB, AB, AB, EF, EF, EF

Organic Hull, Minesweeper Array [O], Overthrusters [O],
Shockwave [O]

1[HSb], 2[EQ], 3[Ha], 4[Ea], 5[Hb], 6[Eb][/color][/color]

The Cricket is another quick assault ship, not capable of entering an extended battle, it gets in makes some noise, irritates the locals and then dissapears.

Destroyer class
The Colony
Cricket   (220)

Hull: 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 2 1

[a] Scarab Missle [6/12/18, 4+, 1/1/3, Extra Crew Casualties, Inverted Range Modifiers]
AB, AB, AB

[b ] Dung Torpedo [4/8/12, 4+, 2/1/2, Expendable, Continuing Damage]
EF, EF, EF

Electronic Countermeasures [O], Organic Hull

1[HEb], 2[ES], 3[HQ], 4[Ea], 5[Ha], 6[Eb][/color]

The Flea is a distraction. Period. It's mission is to distract the enemy and to disrupt the enemie's plan of attack, into an advantageous manner for the Colony.  Low armor and High speed, make it an itch that can not be ignored.

Frigate class
The Colony
Flea   (218)

Hull: 4 3 2 1
Engines: 5 4 3 2 1
Shields: 3 2 1

[a] Plasma Spreader [3/6/9, 4+, 1/1/1, Variable ROF, Variable DMG]
ABCD, ABCD, ABCD, ABCD, ABCD

[b] Dung Bomb [3/6/9, 4+, 2/1/3, Variable DMG]
EF, EF

Organic Hull, Spinal Mount (8/16/24) [O],
Sunbursts [OOO], Electronic Countermeasures [O]

1[HSa], 2[ESb], 3[HQ], 4[EQ], 5[Ha], 6[Ea][/color]


This concludes the known list of Colony Ships, as more are made known to the civilized universe they will be posted.

Thanks.