

When enabled, all Colonial ships in the main campaigns (Core campaign + Broken Alliance, Sin & Sacrifice, Resurrection) will gain experience from their battles. Times are noted like this in the guide as that's how the game notes it in the schematics too. For example, a Manticore's 4 turn reload would consist of turn 1 firing the missile, turns 2, 3 and 4 reloading the weapon and turn 5 the weapon is available again. Note that munition reload times include the turn they are fired.

Top mounted and bottom mounted weapons cover everything 180 degrees above or below the ship, so they can fire forward, left right and rear pretty reliably too. This is important to note, as the weapon arc preview by pressing \ will not show extra angles weapons can fire such as the Manticore's corvette cannon which can fire very far down due to it's physical position on the hull. If it is stated to also be able to shoot down for example, then it can also hit targets reliably about 40-50 degrees below it too. So a forward mounted gun can hit everything in the forward 90 degree quarter of the ship as well as a little bit above and below by about 20-30 degrees. Turret mounting for forward, left, right and rear cover 90 degree sectors. Values of range and accuracy are given for Neutral Posture for Colonials and default SystemĪny postures that are mentioned which are +/- are labelled as +4 being 4 Offensive posture and -4 being 4 Defensive posture. Version: 1.5.112 + Reinforcement Pack + Broken Alliance + Anabasis + Sins & Sacrifice + Resurrection + Ghost Fleet Offensive + Armistice + Modern Ships Pack at time of writing. Ship statistics have been taken from Skirmish/Campaign/voodoo magic.
