Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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Post Release Supplemental Guide (Dec 2024)
By TroubleProne
This guide contains the most recent information on character leveling, stats and build strategy. It also covers the new content that has been released since last year including encounters, quests, and items. Warning: contains spoilers.
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Intro
Greeting fellow programs.

I'm spending time putting together this guide as a thanks to the Colony Ship developers and its amazing community. Huge shout out to HuggyBear for his amazing guide. I think I speak for many of us when I say "Thank You!!", and that I've referred to it more times than I can count.

I'd also like to thank the many contributors of the Colony Ship discussion threads over the last couple of years. I've personally learned a lot from you, but special thanks to Arday, Pink Eye, grraf, and of course the legendary skaudus, who without their contributions we would have all languished in frustration and darkness.

And of course, a huge thank you to the Iron Tower team for bringing us perhaps one of the best CRPG games developed in the last decade. Your engagement with the community has been nothing short of outstanding in every way. Thank you for hearing us, responding, and just being straight up good people. You guys deserve a medal. (And lots of money too.)

PLEASE KEEP IN MIND THAT THIS GUIDE IS DESIGNED AROUND UNDERDOG DIFFICULTY AND CONTAINS HEAVY SPOILERS.

I divided it into sections for easy reference because I anticipate that you might be interested in one section and skip others. If understanding the XP system and how to squeeze that last feat into your build is important to you, then the XP section is your friend. If you need help understanding which Speech encounters to do and which ones to pass over to prevent locking your character out of end game content, there's a section for you. Want to know which implant chips are new, what their requirements are and where to find them? See the Science Skills section. Just want to go straight to the new content section to see what's different since you last played? Go on a skip ahead. My hope is that you find something useful.

Please bear in mind that this guide assumes that you want to access as much content as possible while also allowing you as many choices as possible.

If there are any mistakes or I've missed something, please let me know. If you've figured out a better way of doing things, I'd like to hear your feedback so we can all benefit.

Good luck and good hunting.

TroubleProne

XP Table and Leveling Tips
This section contains information from a previous post that someone asked be included in a guide. I've updated and edited it with the most recent information.

For easy reference, here are the current XP level breaks with cumulative totals:

Earned/Cumulative
Level 1- 0/0
Level 2- 300/300
Level 3- 900/1200
Level 4- 1300/2500
Level 5- 1600/4100
Level 6- 1900/6000
Level 7- 2200/8200
Level 8- 2400/10,600
Level 9- 2600/13,200
Level 10- 3600/16,800
Level 11- 7200/24,000
Level 12- 12,000/36,000

Although I've included the numbers past level 10, for most builds it isn't necessary as 10 is an inflection point for Mastermind builds and the bonus feat.

The developers have stated that XP gains come from approximately 65 quests(not shared) and 100 encounters(which is shared). (This is incorrect as additional encounters have been added since then. I would estimate another 8 encounters and 2 quests worth of XP have been added.) Simple math means that a solo character without any feats at level 4 Intelligence will achieve approximately 3,900 XP from quests and 9,000 XP from encounters for a total of 12,900 XP and a max level of 8. (Once again, this is a low estimate.) A solo mastermind/educated MC with an overclocked datajack and the bridge officer chip should end with around 25,500 XP at level 11. (A recent solo Dodge This run had me top out at level 10 with 22,325 XP(10 INT with a 65% modifier). Running a reverse calculation reveals that a solo mastermind build would end up with about 27,060 XP, placing it solidly in level 11 territory.)

If you add in any modifiers, you'll need to consider several things:

1. XP gains from Intelligence bonuses are retroactive. That means that if you are starting at a breakpoint, say 6 intellegence(+10% AP) once you plug in a datajack, ALL past XP GAINS will be set to your current multiplier.
2. XP gains from the Bridge Officer chip are retroactive.
3. XP gains from Educated are also retroactive. However, taking Educated as a feat late in the game reduces its efficiency significantly. Taking it early means you gain feats much earlier which in turn boosts your character's power and efficacy. Example: a level four character fighting Detroit will have a much harder time than a level six character.
4. XP gains from encounters(90XP) are split evenly among your party, i.e. a trio would get 30 points each(90 divided by 3) multiplied by their XP modifier. For example, if my character has a 20% XP modifier and they are in a trio, I would recieve 30 + 6(20%) = 36 XP.
5. Quest XP is not split and your XP modifier is applied to the full amount. For example, if your character has an XP modifier of 55%, you would receive 60 + 33(55%) = 93 XP.

As companions share encounter XP with the Main Character(MC), there are a lot of folks who have theory-crafted around how to maximize player levels without going solo. Currently, there are three ways to do this:

A. Go full charisma/intelligence. This leaves you with only a few stat points left over and usually relegates your MC to a support role. However you can reach +95% XP modifier if you choose Cult Leader(+25% from Educated, +20% from Cult Leader, +40% from level 11 Intelligence, +10% from Bridge Officer chip). If you go this route I would also suggest handling the sneaking for your party as you'll be relegated to a sub-par combat role.

B. Go full Mastermind/Educated build. This gives you extra feats and allow extra tags for a more generalist build, however you will choose between reaching level ten and getting the bonus feat OR achieving some lower level depending on how many companions you bring along with you. If you go this way, I highly recommend not neglecting the civic skills persuasion and streetwise, as they can unlock extra sources of encounter XP that you would otherwise not have access to. This applies to Sneak as well. Also, save a tag for your main weapon and biotech if you can. The implant upgrades can be very helpful.

C. Utilize a split strategy that takes advantage of the complex XP award system in Colony Ship.

Let me explain.

You can still reach level 10 while taking companions IF you are careful in your XP distributions. A lot of folks have theory-crafted ways to maximize player level without going solo, however I can show you how to have your cake and eat it to(pardon the expression). Keep in mind that achieving level 10 right before the last fight is (in my opinion) counter-productive because feats are typically battle-oriented and are more efficient the more they are used. I'd like to get there halfway through Chapter 3 so I can brutalize my enemies with my full build. Right?

So how is this done? There are several steps:

First, I recommend you get the datajack from Little Shop of Horrors right after your encounter at Abe's. That means going straight to the Medbay and paying for the Biotech upgrade. Then going straight to the encounter and choosing the datajack, taking it back to Sarah, paying for it, and plugging it in. You will get a 10% XP gain for everything in Chapter 1 and half of Chapter 2 if you start out at an even number in Intelligence. More XP means faster feats.

Second, prioritize getting access to the Maintenance deck in Chapter 2. This means a quick visit to the church's Archive office, and then following the quests to access whichever faction you want to align with. You can do the Heist quest for the Bridge Officer upgrade(10% XP) as soon as you get there. Once again, the same strategy applies here. More XP equals faster feats.

Third, excuse your companions for a couple of brief interludes in order to capitalize on your personal XP gains. Wait, what? Won't that cripple my companions? Nope. 10-15 solo encounters is enough to push your character to level ten halfway through Chapter 3 (DUO) without negatively impacting their progression. How you say?

Let's say I have a 90% XP gain from Mastermind, Educated, and Intelligence and Faythe has 55%. If we do an encounter together, we split the XP in half...45 each. With modifiers I get 86 and Faythe gets 70(for a total of 156XP). If I do the encounter alone I get 171. That's double the XP for me(+85) while robbing Faythe of only 70 XP. In a trio with Jed, Faythe ends with a little over 11,000 XP and Jed with over 12,000, putting them at a solid level 8. They can afford to lose some of that superfluous XP, especially Jed. If used judiciously, you sacrifice nothing but small delays in your companion levels while boosting your MC's XP gains significantly. In a trio, a Mastermind MC with all the bonuses usually ends with around 14,500 XP, 2300 shy of level 10. If you take Jed later in the chapter(he already starts at a higher level), and you excuse them for some short civic-oriented sequences, you can reach level ten in a trio and easily before Chapter 4 in a duo. (With the additional encounters worth about 1500 XP it is now somewhat easier to reach level 10.)

Sequences I recommend skipping with companions:

Chapter 1(GAINS: 850XP at +90%, 790XP at +75%, 700XP at +55% in a duo)
1. Abe's
2. Spike and Bulldozer
3. John Doe
4. Persuade Jed
5. Kill Black Will(wait to turn in quest w/companions)
6. Mysterious Stranger Part 1
7. Solo frog Habitat
8. Persuade Morgan(wait to turn in quest with companions)
9. Persuade Samuel's Thugs to kill him
10. Kill Samuel's Thugs(wait to turn in quest with companions)

Chapter 2 (GAINS: 540XP at +100%, 474XP at +75%, 420XP at +55%)
11. Persuade Troublemakers(wait to turn in quest)
12. Persuade Prophet John(wait to turn in quest)
13. Persuade shakedown squad(Brotherhood)
14. Persuade Elona
15. Persuade or kill bored soldiers
16. Persuade hostile workers(Coming Storm)

Please note that companion relationship penalties for dismissing are somewhat heavier since this was written. You may incur a negative 5% skill gain penalty if you are not judicious in your choices.
Character Skills and Learning Points
Learning Points, or LP, are the way your character advances their particular set of skills. They differ from XP in three primary ways:

1. Learning Points are gained only by doing or using the actual skill. For example, if you pick a lock on a door you gain a specific amount of LP depending on the difficulty. You do not gain any XP. Using your sledgehammer to bash your opponents to pieces nets you small LP gains in Blunt. Making enemies miss you gives you some Evasion learning points. Using words to convince a merchant to give you a deal gives you some Persuasion points. And so forth.

2. Learning points are not affected by your XP modifier. There are only three ways to modify or increase your gains:
A: The Skill Monkey feat provides a 35% gain for the Science (Biotech, Computers, Electronics) and Stealth skills (Lockpick, Steal, Sneak). This gain is retroactive.
B: The Zen mutation from Hydroponics provides a 15% gain to ALL character skills. This is also retroactive.
C: Unique character perks such as Faythe's Thief feat which provides a 25% bonus to her Stealth skills and the character relationship bonuses (+5% skill gain).

3. The LP leveling table is significantly different than the XP table. See below:

Earned/Cumulative

Level 1- 0/0
Level 2- 20/20
Level 3- 80/100
Level 4- 200/300
Level 5- 700/1000
Level 6- 800/1800
Level 7- 900/2700
Level 8- 1000/3700
Level 9- 2000/5700
Level 10- 4000/9700
Level 11- 8000/17,700
Level 12- 16,000/33,700

While it's possible to get to level ten in a skill without a tag, it is very difficult. Your main weapon skill on a solo murderhobo run may be the exception here. If you are building a four-way hybrid character for a solo run I would recommend tagging Lockpick, Streetwise, Computer, and your main weapon skill at a minimum. That's four tags which means planning on having a level 8 in Intelligence in additional to the Educated feat. Obviously you can do without the weapon feat, however all but the heartiest melee builds will suffer severely from this and won't be able to keep up in combat.
Hybrid Solo Characters and a Few Tips on Sneaking
For me, figuring out how to effectively sneak was one of the most difficult parts of Colony Ship. I am a completionist at heart and I despised when I was shut out of loot or encounters because my sneak skill was too low. Sneaking not only provides LP for several key character skills, it's also a valuable source of items that you may not be able to find elsewhere.

If you aren't a sneaker and just want to go full murderhobo, I would still recommend getting Faythe up to Sneak level 5 so that she can do the Eye Heist in the Maintenance Deck for you. This nets you an early Bridge Officer chip (+10% XP) and access to the officer's pistol if either of you are specialized.

If you think that sneaking is a good and healthy lifestyle choice for your character, the first thing you need to understand is that you will be splitting skill Learning Points. There are several early sneak opportunities that could instead net you large civic/speech skill gains, so you should plan wisely if you want to excel in both. Fortunately, I can help with this.

Hybrid characters employ not just combat skills, but can be built to handle other encounters that require a more nuanced solution. Enter the Science skills, Speech/Civic skills, and Stealth skills. If, however, you want to be ALL THE THINGS... a stealthy sneaker, a smooth talker, a science monkey, and a combat veteran (referred to as a four-way hybrid), you have your work cut out for you, especially if you are planning a solo run. Incorporating all of the necessary skills into one character is very difficult. You will have to make sacrifices. For example, a non-MasterMind build will be severely feat starved. Choosing the MasterMind feat can solve this problem, but it is by nature a generalist build and thus will struggle in combat. Remember, to be hybrid means you are splitting LP gains among four separate skill areas.

If you decide not to go solo, this problem can be solved easily by taking a companion. Speech/combat hybrids can and should utilize Faythe to lighten the feat load for your main character. She is uniquely set up for a Skill Monkey build and really shines in this role if you choose her "Thief" perk. A solo four-way would need Educated, Skill Monkey, Lone Wolf, and a weapon feat as a basic start. That means you don't start getting the juicy combat feats like Basher, Critical Thinker, Warrior, Fast Draw, Second Wind, or BGH(Big Game Hunter) until you are level six. You will struggle immensely to keep up in combat, and believe me, nothing is more frustrating than reloading a dozen times at 3 am in the morning because your character is hamstrung and needs three crits in a row just to even the odds. Perhaps skaudus could pull it off, but I'm just not in his class.

In addition, it's not recommended to split science and sneak skills among two characters because of the numerous computer and electronics checks that accompany some sneak encounters. As an example, the Black Hand fort sneak encounter at the end of the Factory has a Computers 6 check that gives good items and a nice chunk of LP. The same applies to the stealth skills Lockpick and Steal. Most of the sneak encounters include steal and lockpick checks that provide a small chunk of LP along with another small bit of Sneak LP every time you pass. All of these skills go hand in hand with each other and splitting them only weakens both characters and is a wasted extra feat. The one caveat to this is Biotech. Your main can handle this, however you will need a tag to get access to the best upgrade chips. I usually just let Faythe handle it as well.

Either way you decide to go, I've created a list of sneak opportunities that will get you the most content without a tag. I say most, because I don't think you can access the level six Factory sneak encounter without a tag unless you complete all of the sneak encounters in Chapter One while simultaneously sacrificing the Civic/Speech learning points. I would argue that this is a very poor trade as speech is such a huge source of encounter and quest XP in Chapters 2 and 3.

You can either use Faythe or do it yourself but here are the encounters I recommend for Chapter One.

1. sneak past the first frog encounter in Hydroponics
2. sneak into the apartment on the lowest floor of your starting apartment complex
3. sneak past the first frog encounter in the Armory
4. sneak past the two scavs in the Armory
5. sneak past the three scavs on the Admin level of Mission Control(speech reward not worth it)
6. sneak into the Regulator's office.
7. sneak into the room in the Living Quarters in Hydroponics
8. sneak into the gang hideout of Mysterious Stranger(assassinate as many enemies as you can and then finish the last one in combat)
9. OPTIONAL- sneak into Delta Tower in Hydroponics and unleash the frogs on Morgan. This is worth a TON(400+) of sneak LP with the Skill Monkey feat, however there are two major downsides. One, Faythe will immediately hate you (-5% skill gain). And two, you'll miss out of a TON of speech LP (200+ for all Speech skills). You will need to replace this with the Armory skill token if you want to keep up your speech skills. Or you could do without depending on your tags.
10. complete Jailbreak during the factory end-sequence by getting thrown into jail and then sneaking by everyone(and killing some of them if you wish) and activating the turrets without getting caught. This should net 400+ sneak LP (w/Skill Monkey).

Pro Tip- if during an assassination sneak encounter you find your cloak is running out but you don't have enough AP to finish murdering all of your enemies, hit the "START COMBAT" button. As long as you have at least 1 AP left, you will get an initiative bonus, combat will start, and you can activate your cloak a second time because the device resets at the beginning of combat. It's almost cheating.

In Chapter 2, the Habitat sneak opportunities are numerous, with the Eye Heist and To Stop a War setting the bar. The quest To Stop a War is particularly difficult if you want to get the lock boxes and extra items. At a minimum, you will need a sneak skill of at least five with a cloaking field to complete it. To get all of the items, you will need either level 7 with the Chameleon chip or level 6 with the Prowler feat. Faythe can do it at level six with the "Thief" feat and the Chameleon chip. I say this with a bit of hesitation because I know that some folks can do it outside of those parameters, however the point is not to just complete the quest, it's also to complete all of the sneak content in Chapters 2 and 3 as well. Unless you're sneak is level 5 or almost level 5 before you enter the Habitat, you're pretty much toast.

Chapter 3's sneak opportunities are mainly in the Heart, but the one in particular that I like to set myself up for is the Armory showdown. At one point, unless you are allied with the Protectors, Cobra shows up with a herd of men and a robot to lay siege to the maguffin. If you've done your work, you should be able to kill her, the second-in-command, and at least 3 other soldiers. You will need a level three cloaking device to pull this off, but it's sweet, sweet pleasure to put her down without having to face the hail of bullets she throws at you if you engage in combat with her.

It's worth pointing out that when it pertains to Sneak, unless you put in the work you will miss out on later opportunities along with the valuable items, XP, and LP they provide. If I'm not mistaken, the bulk of Chapter 2's sneak encounters require a minimum level 5 sneak. Use the information above so that you're not left out.
Speech/Civic Skill Tips
Just like the Sneak skill, neglecting your character's Speech/Civic skills severely hamstrings your encounter and quest options, particularly in Chapters 2, 3, and 4. An easy example of this is if you decide to support Braxton in Chapter 1. At one point he will send you to convince Mercy to back his power play. Passing this speech check allows you to fight Braxton and his crew after you've finished off Jonas and his crew and earns your character(s) extra XP and sorely needed combat LP, especially for those hybrid builds.

Please note, the following assumes that you have a 4 in CHA and a negative speech modifier. If you've set up your character differently this won't apply.

Unless you are going full murderhobo, here are the encounters I recommend starting out to level your speech/civic learning points:

1. Abe's store showdown--->Abe--->Braxton
2. Chance (may not give speech LP but is best so you get the coat later)
3. Persuade McNeil
4. BS Lazarus Foley so Faythe can kill him
5. Mission Control merchant
6. Pit Armor Merchant
7. Sarah in Medbay after returning from Little Shop of Horrors
8. Persuade Jed
9. Sharpface in the Armory (choose the persuade option at the end)
10. Armory Speech token OR persuade Morgan in Hydroponic
11. Persuade Manny
12. Bully the two thugs in Mysterious Stranger
13. Persuade Samuel's thugs to kill him
14. Persuade Mercy to side with Braxton
15. Factory Speech token

This should net you enough speech skill that you can handle most Habitat encounters with ease as long as you've tagged either Persuasion or Streetwise. I recommend Streetwise because it seems to have more easily reached positive outcomes. You only need the one tag.

Be advised that there is a speech encounter(90 XP plus 85 LP in all speech/civic skills) in the Protector's quest Spy Hunt that sits behind an Impersonate 6 check. You should have enough LP to pass this if you've done all of the above in addition to completing as many speech/civic encounters in the Habitat as possible. This includes:

1. All Shuttle Bay encounters EXCEPT killing Mother(yes, you can kill her)
2. N-Tabs
3. Golden Sunrise shakedown
4. Menzel(worth 2000 credits or one implant upgrade)
5. Support Reaper in A Coming Storm
6. Deviant Faith
7. Troublemakers
8. Persuasion skill teacher
9. I'm Not a Spy
10. You can also earn some extra speech/civic LP from Morgan in the Church Hab if you haven't killed him.

Once that is done, convince Sheffield to betray Eden, convince Hanson to forgive Eden, and then kill Eden for her crimes against humanity. She is nothing but a traitorous backstabber who wants to keep the status quo at the expense of peace. "It's nothing personal" my ***.

After completing Chapter 2, you should have enough speech skills to pass all the requisite Chapter 3 and 4 checks, including getting Stanton to ally with Carlos and the end game Heart checks. You may need to supplement your speech/civic skills with another Speech token before you can pass the final Heart check(shut off the engines) but you should be close if you haven't neglected speech in Chapter 3, specifically the back and forth with Riggs or whomever in the Pit (Hostile Negotiations). If you betrayed Braxton, make sure to convince Mercy to share power with Riggs only to sneak in the back door of his hideout and stab him in the throat. Bonus points if you can assassinate all of his goons but one while cloaked. Be careful, though because if you aren't allied with the Church, you'll need to spare Riggs so that when you come back on behalf of your faction you can talk Mercy into standing down. With no disposition modifiers, it will also require level 9 in either Streetwise or Persuasion.

For the Heart checks, I've always chosen to depose the Great Mother but persuade the preacher. If Jed is with you there are some possible bonus speech LP for getting the daughter to leave. In addition, there's now a new mutant encounter you can acquire from Knurl after you complete Harbinger's quest that you can also choose speech options for.

If all else fails, take a Bionics feat and get rid of your negative speech modifier with the Squad Leader implant and a Neural Dampener chip.

As grraf has pointed out, if you do decide to put points into Charisma you can forgo the Speech tags entirely because you'll have enough LP to reach level 7 by endgame which is enough to pass even the most difficult checks. Additional research into this revealed that you will also need to take the feat, Master Trader for the additional +1 disposition. Here are his comments:

"https://colonyship.fandom.com/wiki/Quest_for_Freedom <--as you can see the highest check you need here is a 9 so this gives us the minimum needed speech skill of 7 to score partial success and as such we have:
1)killing the original mother is a net -10rep BUT killing Knurl then the rebels give +5rep each so those cancels each other out.
2)Having the neural damper +1 disposition and +1(from cha) starts use off at +2 disposition by default
3)Partially succeeding twice nets you +5(vs 8 check) and +3(vs 9check)
So +2 initial disposition from(dampner&cha)+5+3=10 so the engines get shut off..."
The Science Skills
Biotech, Computers, and Electronics round out the character skills and can add significant bonuses to XP and provide access to some of the best items in the game. With the latest update, you will need to be level 10 in order to access all of the content. I say this with a caveat, however. You can reach level 8 in Electronics without a tag if you take the Skill Monkey feat and utilize a skill token or the zen mutation. There are only a few checks above level 8 and two are superfluous ROMEO upgrades. The third is a door in the vault on level 5 of Mission Control. It contains a few stims, some energy cells, and a Heat Absorber chip for the Subdermal Armor implant. Nothing really critical. In fact, most of the content is locked behind much easier level 6 checks, with only a couple of level 7 checks. This makes Electronics the best option to not tag among the three science skills.

Computers is a different story altogether. You should tag it not only to gain access to many of the best outcomes in quests, but to get access to some of the best items in the game earlier in the story. Computers, like sneak, needs to be cultivated throughout your campaign because if you neglect it you'll find yourself left out in the dark and unable to access content locked behind higher skill checks. The only folks who won't need it are aspiring murderhobo's, and even then it will be sorely missed.

Biotech is the third and most ubiquitous of the three. It's not tied to sneak at all except for one quest (Eye Heist) in which you can pay Sarah in the Medbay to get the requisite level. Otherwise, you gain skill in it by harvesting implants from corpses and repairing broken implants. The only other ways to gain Biotech LP is through a skill token or from a teacher, of which there are only two. While implants can be bought from certain vendors, it's much better to take them for free from your enemies warm corpses. Where Biotech really pays off though, is in the upgrade chips. These can be powerful upgrades to your abilities and are potentially game changing. The following are the new upgrade chips that have been added since last year.

Rapid Response/Bionic Eye- Reaction +20, Initiative +4 (requires Biotech 9) Obtained from a corpse in the northwest sub-level of the Main building in Hydroponics Red Zone.

Stress Response/Synthetic Heart- +1 Death Timer, When 13HP or less: Action Points +4, Evasion +12 (requires Biotech 9) Obtained from a body on the lowest level of Mission Control.

First Strike/Motor Cortex- +8 Initiative (requires Biotech 10) Obtained from a corpse in Hydroponics Red Zone right before the triple-creeper fight on the raised dais at the end of the zone. (Where the Predictive Analytics chip used to be.)

Tac Team/Squad Leader- +2 Action Points, +2 Follower Action Points (requires Biotech 10) Obtained from a corpse in the room past the reactor on the northeast sub-level of the Main building in Hydroponics Red Zone.

Chameleon/Subdermal- Sneak +5, Noise -1 (requires Biotech 6) Obtained from a corpse in the high security vault on level 5 of Mission Control. There is also a second chip on one of the corpses in the corridors behind the Robot room (First Law of Robotics) on the Maintenance Deck as part of the newly added content.

While it is possible to forgo the implant and chip harvesting, in the end your character will be weaker for it. That said, Level 6 Biotech skill is enough to get you most of the upgrades. My advice is this- unless you are choosing a Healing Factor build, I always recommend tagging Biotech if possible. Over the course of the campaign it will make a significant impact on your characters skill's and abilities and the newly added chips are well worth the investment.
Combat Tips
Ok. SO. I'm going to admit that combat also took me a long time to figure out. While I was mostly successful in party runs, going solo seemed like an impossibility to me. Builds created by masters that seemed as though they could do everything put me in a state of awe. A four-way hybrid solo melee underdog run that can pass the hardest speech checks, sneak checks, conquer the hardest combat scenarios, and access all of the endgame content is no joke. I couldn't finish several normal runs because I couldn't pass some of the encounters. And I don't think I'm alone in this sentiment. Many folks who casually pick up a CRPG like Colony Ship don't understand how nuanced the combat mechanics can be. It's definitely a hurdle.

Although there are several guides out there that help explain the combat mechanics and tactics, I'm purposefully choosing to give you a broader strategic perspective. Along with that I'll also break down some of the lesser-known mechanics so that you can incorporate any takeaways into your own personal style.

I'm going to start out by making a bold statement.

80% of the issues you are having in combat can be solved with four things:

1. Accuracy
2. Initiative
3. A few grenades and
4. A cloaking device

The other 20% is RNG.


Hear me out. Accuracy is critical. Unless your build is designed around low accuracy (yes, there are some very good builds that are), you will need a lot of this in order to kill your enemies fast enough to keep ahead of the curve. What's the curve? The curve is the simple fact that the odds are stacked against you in almost every fight. Playing underdog means you have no advantage except for your strategy and wits. Playing solo or even duo means that many times you are at 3 to 1, 4 to 1, or worse odds. You have to be able to kill quickly and killing enemies means hitting them and hitting them requires Accuracy. Stack it by tagging your main weapon and picking feats that add accuracy. Warrior, Basher, Sprayer, Master Blaster, and Pistolero are some good examples. A Dodge This build is a great start if you are choosing a standard ranged build.

Initiative may seem unimportant at first, but the more you play, the more you will realize that moving/shooting/throwing first is a huge advantage. Many times enemies start out bunched up and can be hit with a poison grenade, disruptor, or flashbang. This effectively evens the playing field for a couple of rounds, giving you the room to breathe and dispose of the most dangerous targets. It also means that you shoot before them, possibly killing them and not allowing an enemy a turn to damage you. Having trouble with a sniper? Throw a smoke grenade. Many enemies don't have good Thermal vision and will miss consistently for it's duration. You can avoid the penalty by donning eyewear that boosts your thermal vision. The night vision headgear gives you 100% thermal vision. Having trouble with shielded or robotic enemies? Throw a pulse grenade. Can't handle the triple worms AND the frogs? Throw a stasis grenade. Problem solved. Now you can focus the others down, effectively splitting your task into two more manageable parts.

And then there is the cloaking device. Simply stated, it is hands down THE BEST item in the game for combat. If you have low initiative, starting cloaked gives you the ability to grenade and burst down enemies, even if they have 100 initiative. If you have high initiative, it's free damage for the first round minus the 2AP to activate it at the end of your turn. Enemies cannot shoot what they cannot see. And even if they have "detected" you, the cloak provides a huge bonus to evasion. They will miss more likely than not.

Speaking of evasion, pressing ALT while hovering over an enemy is an easy way to understand what goes into the number that you see when you aim at an enemy. What is less understood is how evasion is calculated into it. Here is a simple illustration.

-You have 75 accuracy, 20 crit, and 0 bonus to graze.
AND
-Your enemy does not have the Artful Dodger feat (+12 Evasion, 30% of hits are converted to grazes, 70% to misses [from 50/50].)
AND
-Your enemy has 50% evasion.
AND
-There are no other modifiers.

The to-hit calculation look like this:

75(your base accuracy) - 25 (50% of his evasion value)= 50 TO HIT
50(your modified to-hit) + 25 (50% of his evasion value)= 75 TO GRAZE (-75% damage)
20(your crit value) = 20 TO CRIT

Your roll on a d100 determines the result. In this example, 0-20 is a crit, 21-50 is a hit, 51-75 is a graze, and 76 and above is a miss.

Also bear in mind that crit percentage is capped at Accuracy - 15. This means that a low accuracy shot can reduce or even eliminate the possibility of getting a crit. It also means that if your accuracy is above 100, your crit chance can approach or even reach 100%. In the above example, if crit had equaled 45, because modified to-hit was 50, the crit percentage would be capped at 35% (50-15).

Now lets see how the Artful Dodger feat changes our results.

75(your base accuracy) - 44 [70% of his evasion value of 62(50+12)]= 31 TO HIT
31(your modified to-hit) + 19 [30% of his evasion value of 62(50+12)]= 50 TO GRAZE
20(your crit value) - 4 (crit capped at 31-15)= 16 TO CRIT

0-16 is a crit, 17-31 is a hit, 32-50 is a graze, and 51 and above is a miss. Clear as mud?
A Few Notes on Weapons
In tandem with the strategy above, you should also consider the following about your weapon choices in Colony Ship. Unless you are planning a full pacifist speech run, you will need to decide which weapon best fits your build. Here are some of my thoughts.

Pistols are best suited for mid to high accuracy builds with some crit thrown in. They have great early options and are very flexible. The heater pistol is cheap both AP and ammunition and the officers pistol can bullseye. Snap shots cost as little as 3 AP. They have good range and decent penetration. Crits tend to be lower damage-wise but come easy and often with the right feats. Pistols are great for a generalist build that has a decent AP pool but has room for crit feats and tags. If you want a monster pistol build that destroys, take a look at how Garrett is built out.

Shotguns are great for low budget builds. By that I mean a lower AP pool and lower perception. Why? Their signature feat boosts accuracy and their signature ability staggers, which reduces evasion on targets. They hit hard, cost few AP to use, have good penetration, and can use any type of shot in melee range. This is great because you can cripple(-20 evasion) and then unload a bunch of shots at the guy in your face. They are short to mid range though, so you may find yourself repositioning often. Counter this with the Precise Shot feat. They don't scale as well as some of the other weapons in the end game, but are very powerful nonetheless. That said, double-shot is a cheap double crit and is great if you can get Bloodlust to activate.

Rifles are mostly for niche party builds that allow them to sit back and snipe. They require high investments in AP and accuracy to be used effectively, but if you can get there, it can really pay off. A bullseye crit can wipe certain enemies off the board in one hit. At the same time, a 13 AP miss is devastating. Rifles have excellent range and excel against even the most heavily armored enemies but are not recommended for most solo builds unless you are an experienced player. Second Wind is a great feat to help mitigate the high cost shots, however you may need to bring along a companion to help finish off your enemies. Potentially have the highest crit multipliers in the game.

SMG's are the red-headed step-child of Colony Ship weapons. By that I mean at first glance they may seem difficult and less than adequate, but don't let first impressions sway you. Unfortunately, I didn't use them for a long, long time because I didn't understand how they worked. Surprisingly, SMG's can be utilized as graze weapons for lower accuracy builds, but can also be a very effective crit platform. A 'Dodge This' crit build using an SMG is flat out S-Tier, which makes it arguably the best weapon in the game. They are short to mid ranged and are the most AP efficient of the guns. They also have the best penetration of all the weapons because of their signature weapon feat.

So why are SMG's so overpowered?

Let me explain. SMG's come in two versions, a lower damage burst weapon and a higher damage, costlier AP weapon with aimed options. Both can 3-burst, 5-burst, and focus burst. These burst options are what make them unique and so effective. For 8 AP you can fire 3 rounds. That's 2.66 AP per round and each shot has a separate to-hit roll. The downside is that there is a huge accuracy penalty(-40 to -50%) to burst fire. There is also a huge crit penalty(-40 to -50%).

So why would someone want to spend 8 AP to graze once and miss twice?

Short Burst- 8 AP, fires three rounds, -40% accuracy, +30% to graze, -40% to crit
Long Burst- 12 AP, fires five rounds, -50% to accuracy, +40% to graze, -50% to crit
Focused Burst- 10 AP, fires three rounds, -25% to accuracy, -25% to crit, +10 penetration, +10 penetration on crit

What if I told you that there was a way to counter the accuracy penalty? Let me introduce you to "Recoil Control". This little known stat affects one thing and one thing only, accuracy penalties on burst fire, triple shot, and double shot. You get +5 for every point in strength, +5 for the Machine Gunner chip(easily farmed in Chapter 1 Mission Control), and +10 for taking the feat Controlled Burst.

Controlled Burst?! I've never used that feat? What is it? Why does it have such a high Strength requirement if it's for a ranged weapon? That my friend, is because Controlled Burst is one of the most OP feats in the game. It reduces burst fire AP cost by 1, grants you 10 recoil control, and converts 20% of your recoil control stat directly to Accuracy.

Take my word and try it.

Let's say your Str is 8 (4*5= +20 recoil control), you have the chip (+5 recoil control), and you have the feat (+10 recoil control). That's 35 total recoil control. Now how much was that 3-burst penalty? 40? Well, now it's just -5% (40 - 35).If we add in the 20% recoil control bonus we have another +7. Now you're at a +2 to accuracy on that burst. For 7 AP that sounds a lot better now, huh?

In addition, SMG's excel at graze damage. Because of the burst-fire attack bonuses and the buitl-in weapon bonus, you will more often than not graze. In fact, your "to-graze" number will likely be hovering close to 100. Who cares you say? You should because you can get graze damage up to 80% or more. That's a lot different than 25%.

How? Sprayer gives you 3% more graze damage for every level in the weapon and the Gunfighter feat gives a flat 25% graze damage bonus (25 flat, +25 Gunfighter, +30 weapon level 10= 80% graze damage). Even if your crit and accuracy are low, you can get off three decent grazes per use. And because SMG's have great penetration values (once again Sprayer), damage stays consistent throughout the campaign.

Let's say you short burst a foe with 9 armor and roll 13 damage. Your penetration value is 32(+15 weapon, +10 from Big Game Hunter, and +7 from weapon level). Your damage looks like this:

13 - 6 (DR9 * .68= 6) = 7* .80= 6 damage
Now multiply that by three. When was 18-21 damage for 7 AP not good? And that's using a well-armored foe as an example.

Now imagine what happens if you add crit and accuracy to this build. These are huge numbers. Remember how the rifle could erase foes off the map? Add the Second Wind feat to your SMG build and you've got a meme weapon that can crit reliably for 2.3 AP per shot and refund back 6 AP every time you kill something. It's just crazy. I've wiped out 6 foes in one turn. I've killed the frog room in Hydroponics Green in two turns solo. On Underdog. With a blind-fold on. It is truly click and paste.

Also, Reaction shots on SMG's are far better than any other weapon. As long as your gun has ammo, reaction shots trigger a 3 round burst-fire. That's three separate combat rolls that can crit. For FREE.

If you are wondering how the lowest damage weapons in the game can put out those kind of numbers, don't underestimate how much of a difference penetration can have. Most folks think the way to push damage is by stacking critical multiplier. The Rifle signature weapon feat is a good example. They already start out with really good damage ranges and can increase it by choosing shots like Bullseye(13 AP) and Weak Point(10 AP) to push their penetration value and crit multipliers through the roof. The striking reality though is that SMG's can put out more damage for the same AP.

SMG's are damage-wise the most efficient weapons in the game. When you choose Focused Burst you can add up to 20 penetration to your shot. That's huge. Switching to a Weak Point shot gives you a +35 bonus to penetration with a nice crit multiplier added in. On SMG's, you can get penetration values as high as 70 and on energy versions as high as 85. That's insane. You're basically erasing DR(armor). In that scenario, even at the highest armor values(15), you erase all but 5 DR and with an energy weapon you leave them with only 2. It's insane.
A Build Suggestion or Three
For those of you who are interested, here is the meme SMG crit build mentioned in the previous section.

Str- 6 Con- 8 Dex- 7 Per- 10 Int- 5 Cha- 4 Starting values
Str- 8 Con- 8 Dex- 9 Per- 12 Int- 7 Cha- 4 Ending values

Implants- Int, Per, Dex, Str
Tags- Streetwise, SMG, Crit
Skills- Rifle, Shotgun, Pistol, Impersonate or Persuasion
Feats- 1 Dodge This, 2 Educated, 3 SMG, 4 Second Wind, 5 Critical Thinker, 6 Controlled Burst, 7 BGH, 8 Guns, 9 Master Blaster or Bionic(for the Squad Leader implant and Tac-team chip)

This build has a +55% bonus to XP and a +15% skill bonus from Zen mutation. Depending on the fight you'll either pack an SMG with aimed options or an energy weapon in your offhand. Use snap shot to finish low health enemies.

Faythe is your Skill Monkey sneaker. She tags Lockpick, Electronics, Computers, Biotech, and a weapon. Her feats are Educated, Thief, Skill Monkey, Bionic, Weapon Feat of your choice, Prowler, in that order. Finish her build however you see fit.

MC handles the talking and combat. You can get to level 10 and an extra feat with some strategic planning but it is absolutely not necessary. The build starts strong and never slows down. Have fun storming the castle!

The solo version of this is somewhat less effective but still ended up being one of the better ranged solo runs I've had. It checks all the boxes for a four-way hybrid that can access 100% of the campaign content. It also passes the most difficult speech checks, sneak hurdles, and combat scenarios with moderate ease and some strategy. Computers will finish at level 10, Lockpick at level 10, Electronics at level 8 and Biotech at level 10 which means you'll have the best implant chips for the final act. Since you'll be completing the sneak encounters yourself, your Critical Strike will level often enough that you won't need to tag it. In fact, on my last run I ended at level 9. As with any solo run, you'll need a certain amount of combat expertise to pull it off, but it's not too bad. Use aimed single shots or regular shots for crit-fishing and fill the rest in with short and focused bursts.

This build is uniquely suited for the Gifted feat to help it make up for it's heavy Strength investment. You really don't need the extra accuracy and crit from Dodge This as you'll be building around burst-fire grazes along with single shot crits and some normal hits thrown in.

Str- 8 Con- 8 Dex- 8 Per- 7 Int- 8 Cha- 4 Starting Values
Str- 8 Con- 8 Dex- 10 Per- 9 Int- 10 Cha- 4 Ending Values

Implants- Int, Dex, Per, Subdermal, Squad Leader
Tags- Lockpick, Streetwise, Computers, Biotech, SMG
Skills- Crit, Evasion, Armor, Persuasion, Impersonate, Rifle, Shotgun, Pistol
Feats- 1 Gifted, 2 Educated, 3 Skill Monkey, 4 Lone Wolf, 5 Second Wind, 6 SMG, 7 Controlled Burst, 8 BGH, 9 Critical Thinker or Gunfighter, 10 Bionic (for the Tac Team chip)

Make sure to get the early Chameleon chip from the Mission Control vault on level 5 in Chapter 1(Biotech 6). You'll be doing less damage than the Dodge This build, however you're also beefier which gives you some extra staying power in longer fights. Your XP modifier is 65% so your character will level fairly quickly. (You should be level 6 when you leave the Pit.) You should be able to handle all of the most difficult combat encounters solo including triple worms/floaters, Detroit, 5-1, monks, Bub, and everything in Hydroponics Red.

If you're looking for a less intense Colony Ship experience, this next build is for you. It includes all of our friends- Jed, Faythe, and Evans. They handle the combat and random fact-checking, and you handle the fast talk, science-y stuff, and sneaking around. It makes for a remarkably easy run and is capable of accessing all the content.

Str- 4 Con- 8 Dex- 4 Per- 4 Int- 10 Cha- 10 Starting Values
Str- 4 Con- 8 Dex- 6 Per- 6 Int- 12 Cha- 10 Ending Values

Implants- Squad Leader, Int, Dex, Per, Subdermal
Tags- Biotech, Computers, Electronics, Lockpick, Sneak, Critical Strike
Skills- Critical Strike, Evasion, Armor, Rifle
Feats- 1 Cult Leader, 2 Educated, 3 Skill Monkey, 4 Bionic, 5 Captain, 6 Tunnel Runner, 7 Quick Fingers, 8 Fast Draw

No tags in Speech/Civic are needed because you start with a +3 disposition. This will improve with upgrade chips. Tunnel runner is to counteract your low Dex on sneak missions. Critical Strike is to help get your Takedown high enough so that you can stab stuff while sneaking. Quick Fingers and Fast Draw are to keep your team stimmed up and help with the ordinance chucking. Your main job in combat is to flick on your Cloaking field and then get out a good novel while you hide behind cover in the back. Shooting is for those other people. Give all the best combat implants to your team and try to get to Hydroponics Red Zone as soon as possible for that yummy TAC-Team chip. Your science and stealth skills should be high enough you can access it early Chapter 3. Also, make sure you choose the Squad Leader implant in Little Shop of Horrors.

Companions should be kitted out for combat roles.

Evans should specialize in SMG because his STR is high enough to get Controlled Burst. His unique feat, "Desperado"(when NOT in cover: AP +2, Initiative +4, Reaction +20) is a perfect match for this build. Tag SMG, Armor, and Critical Strike. Implants are Ocular, Spinal, Motor. Starting feats should be Sprayer, Second Wind, and Educated, followed by Controlled Burst, BGH, and Critical Thinker. Last tag should be Guns.

Faythe should go Pistols and choose her unique "Assassin" feat (Melee Damage +2, Critical Chance +6, Penetration +10, and Takedown +15). Tag Critical Strike, Evasion, Armor, Pistol, and Shotgun. Implants are Neural, Ocular and Motor. Starting feats should be Pistolero, Critical Thinker, and Guns followed by Bionic, BGH, and Second Wind. Last feat should be Fast Draw.

Jed is our tank. His job is to pressure the other team. Go Blunt as his main weapon. Tag Evasion, Armor, and Blunt. Implants are Heart, Spine, Subdermal, and Motor. Starting feats should be Educated, Warrior, Basher followed by Heavy Hitter. Last feat should be Bloodlust. His unique feat, "Punisher" ( +4 Initiative, +1 Natural DR, +12 Recoil Control, +2 Melee Damage) comes late but is a great complement to his build. At that point, he should have 4 natural DR on top of a high armor value and the best shield he can get his hands on.

Let me know what you think.
Additional Content, Items, and Encounters
Here is the walk-through for the new content added since last year.

CHAPTER 1

Cozy Bottom Floor Apartment- Sneak 2 requirement

- Lockpick 2 Storage Container- medkits x2, 9mm ammo x12/+20 LP Sneak, +20 LP Lockpick
- Lockpick 3 End Table Box- Regen stim, 75 credits/+20 LP Sneak, +20 LP Lockpick

CHAPTER 2

Habitat Entrance

Climb over the Train-
- Fix the thing/+20 LP Electronics
- Examine the body/Acquire dead scav's code(Needed for the mysterious door; see below)
- Lockpick 5 Lockbox- High-grade Flashbang, High-grade Smoke/+20 LP Lockpick

Examine the Door(Found by following the road between the Brotherhood and Church entrances) Enter dead scav's code

Corpse- 134 credits

Open Door
- Computers 8/+40 LP Computers -OR- Lockpick 6/+20 LP Lockpick
Crate of Goodies- 1 Disruptor, 12 plasma cells

Pedestrian at the Church Entrance
- Steal 6- 187 credits/+40 LP Steal

Pedestrian at the Brotherhood Entrance
- Steal 6- 184 credits/+40 LP Steal

Shuttle Bay

Examine the Grate in the Storage Room (Requires a Biolab Gas Mask or better: 80% Toxic Resist)

Open Door
- Electronics 6/+20 LP Electronics

Open Door
- Computers 6/+40 LP Computers -OR- Lockpick 6/+40 LP Lockpick
Corpse- Training Token (Sneak, Steal, Computers)
Desk- Pulse Capacitor MK2, Pilot Mask, Electronic Module


Maintenance Deck

Broken window at the back of "First Law of Robotics" room.

-Read Datapad- +20 LP Computers
Corpse- Defender Shotgun, 12 Energy cells, Riot Officer Armor, Riot Leg Armor, Riot Armgaurds, Riot Helmet, Distortion field, Disruptor MK2, EM Deflector MK2

Squeeze Through, Climb Up

Examine mummified corpse
- Biotech 7/+55 LP Biotech- Heavy Infantry Chip

Climb Up/Remove Calibrator

Fix Panel
- Electronics 5/+20 LP Electronics

Climb up/Examine Body/Speak with Monk/Climb Up

Military Lab
-Computers 6/+40 LP Computers -OR- Lockpick 6/+40 LP Lockpick

Examine Corpse
- Biotech 6/+52 LP Biotech- Chameleon Chip

Use Terminal- TRAINING TOKEN OPTIONS
a. Sneak, Critical Strike, Lockpick
b. Sneak, Steal, Computers
c. Impersonate, Steal, Streetwise

Use the Console- This terminal allows options for the upcoming frog fight.
Computers 7/+100 LP Computers- Activate the Turrets (Kills two bullfrogs)
Electronics 7/+100 LP Electronics- Reconfigure the Broadcasters (Kills two psyker frogs)

If you have activated both of the above, when you jump down to battle the frogs, there will be only two spitters and a bullfrog left.

Loot the frogs- Psyker's Brain x2

+90 Encounter XP for completing combat.

Loot the body- Combat Gas Mask, 12 energy cells, Energy Pistol, Zen stim, Aggro stim

Examine the terminal- Booster(quest item)

Return to monk- +60 Quest XP

CHAPTER 3

The Heart

Redd's Shed
Lockpick 6/+20 LP Lockpick
Sneak 6 requirement
-Lockpick 8 Crate- Stasis grenade, Disruptor grenade/+40 LP Lockpick, +40 LP Sneak

Church of the Covenent Bunkhouse- Sneak 6 requirement
-Lockpick 6 Container- Aggro Stim, medkits x10, Pilot Goggles/+20 LP Lockpick, +20 LP Sneak
-Steal 4 Credit Chip- 154 Credits/+40 LP Steal, +20 LP Sneak

Covenent Warehouse- Sneak 7 requirement
-Lockpick 8 Cabinet- Combat Reflexes Chip, Security Goggles/+40 LP Lockpick, +40 LP Sneak

This next section is part of Knurl's quest, "Talk to the Outcasts" and can only be accessed if you either killed Harbinger or completed her quest without killing Knurl. You must also complete this BEFORE you resolve killing the mutant queen(Great Mother). Please note that regardless of which path you choose you will lose 5 reputation with the Covenant.

Examine the Gate/Squeeze through the containers/Approach

After you speak to the mutants, there are two options to choose, combat or speech.

If you fight you start with initiative. There are two guards and a sergeant.

Loot the bodies- Synthetic Heart, Subdermal Armor, Bionic Eye/+5 LP Biotech per implant
-Combat Knife x3, Colt Classic, Recon Helmet, Common Respirator x2, Damaged Combat Armor, Regen Stims x4, Gas grenade, Damaged Combat Leg Armor, Damaged Combat Armguards, Doomsayer, Pilot Helmet, Riot Officer Armor, Energy Shield(1,1,1), Trooper Leg armor x2, Damaged Riot Armguards, Outrider, Damaged Enforcer Helmet, Maintenance Hud, Tactical Vest, Infiltrator Jacket, Damaged Tactical Armguards, various amounts of combat LP.

Open container- Spitfire DLX, Spartan

-Lockpick 4 container- High-grade Gas grenade, Aggro Stim/+20 LP Lockpick

If you choose Speech here is the conversation tree:

- Impersonate 4 then Streetwise 6
OR-
- Streetwise 5 then Persuasion 6

Passing the speech checks grants you +100 LP in Persuasion, Streetwise, and Impersonate but locks you out of accessing the containers.

Either way you decide to resolve the encounter you receive +90 Encounter XP.

Completing the quest by speaking to Eli in the Maintenance Tunnels will get you another +60 quest XP.
Additional Content Continued...
Hydroponics Yellow Zone
Overrun Green House (Finishing the combat encounter reveals a hatch)

Climb down

- Lockpick 6 Container- Security Goggles, Pilot Mask, Electronic Module/+20 LP Lockpick

-Electronics 7 Control Panel/+20 LP Electronics

Open Door

Examine the Body
- Biotech 8/+100 LP Biotech- Assault Trooper chip
Examine the Body
- Biotech 4/+50 LP Biotech- Neural Shield chip

Climb up

Examine Body
- Combat Training Token (Critical Strike, Evasion, Armor)

There's an encounter on the roof of the main building that as far as I can tell yields no XP or loot. An injured Scav asks for a Regen stim. Choosing either way is fine.

Hydroponics Red Zone

Main Building, 1st Floor

Broken Door
Fix the Control Panel
-Electronic 6/+20 LP Electronics

There are two paths in this room, Climb Down or Go Up.

Climb Down

Broken Door
Fix the Control Panel
-Electronics 7/+20 LP Electronics

Northern Alcove
Examine Body
- Biotech 9/+150 LP Biotech- Rapid Response chip
- Lockpick 6 Container- Hazmat Gas Mask, Electronics module/+20 LP Lockpick

You cannot access anything else from this side of the room. Go back up the ladder to the previous room and climb the ladder again for the other path.

Climb Up

Main Building Rooftop

Maintenance Hatch(requires access code from the Facilities building to the west. We will come back to this.)

Loot the Body- Firefighter Helmet

Remove the strange growth from the door. Now you can access the medical machine to install your newly acquired Rapid Response chip for a cool +4 initiative and +20 reaction. Nice!

Exit the main building and head southeast down the walkway. At the fork go southwest and up the stairs to a broken control panel. Strip it for parts to gain +20 LP Electronics.

Disable Force Field
- Computers 7/+20 LP Computers

Climb the boxes to access the roof. Once again there are two paths, a small hole and a ladder leading down to another walkway. Let's head over to the hole first.

Jump Down

Examine the Terminal

- Requires 5 electronics modules
Fix the terminal
- Electronics 5/+20 LP Electronics

Training Token Options
- Electronics, Computers, Lockpick
- Biotech, Computers, Electronics
- Biotech, Blade, Critical Strike

Once you've made your choice, climb back up and head down the ladder. Follow the path around toward the Facilities building. Just before the door you should see a ledge on the right. There's a body below you can access if you have a rope.


Examine the Body
- requires 1 rope- MK2 Power cell

Head inside the Facilities Services and Operations Building

You encounter a hostile Scav rummaging through some machinery. Don't let him scare you away.

If you don't give in to his bullying he will activate a broadcaster that will call a floater, three bullfrogs, and two spitters. Unfortunately for the Scav, the floater zaps his brain before you can enter combat.

This is a perfect example of starting combat cloaked to avoid the nasty neural attack shenanigans from our floater friend. Use an energy weapon to burst down the floater. Now that they're all bunched up, a well-aimed flashbang can help immensely. Kill the spitters first, then focus the bullfrogs.

+90 Encounter XP

Once combat is complete, use the console at the back of the room to find the access code for the hatch on the Main building roof. Don't forget to loot.

Dead Scav- Synthetic Heart/+5 LP Biotech, Ripper, Scav Helmet, Hazmat Gas Mask, Old Scav Armor, Scav Jacket, Regen Stim, Aggro Stim, Scavenger Boots

Head back to the Main Building rooftop. Remember the locked Maintenance Hatch we needed a code for? We can now open the hatch to access the other side of the sub-floor level.

Climb Down

- Lockpick 4 Container- Electronics modules x2/+20 LP Lockpick

Remove the strange growth to unlock a shortcut. Now climb down the second hatch.

Open Door
- Lockpick 7/+20 LP Lockpick

Eastern Alcove
Examine the Body
- Biotech 10/+260 LP Biotech- Predictive Analytics chip

Open the Gate
- Computers 9/+160 LP Computers

Examine the Gate
- Requires a HAZMAT SUIT(Can be found at the in a locked cabinet at the end of the walkway right before the triple creeper fight.)

Put the HAZMAT SUIT on and shut down the reactor. Once that is done, switch out the suit for your armor and your Combat Gas mask or equivalent. Although the reactor is shut down the air is still poisonous so you'll need maximum toxic resistance, especially since you are headed into combat.

Prepare to enter the Triple-Large Mind Worm room.

This room contains a tough creeper, an elder creeper, two 50 hit-point mind worms, and one beefy 60 hit-point king worm. I suggest starting out cloaked and tossing a stasis grenade on your first turn to eliminate two of the worms from the fight for a few turns. You can't hit all three because they are spaced too far apart. Focus the remaining worm first, preferably with energy weapons, then the tough creeper. If your reaction is high enough they'll kill themselves while re-positioning toward you. You can negate a lot of their damage by wearing a heavy armor helmet. You don't need leg armor or armguards because there isn't an enemy in this fight that will attack you in those locations.

Prepare for the second stage of the fight by using a Zen stim on yourself and any companions that you've brought along. Reload and remember to space yourself apart because their panic attack has a two square radius. Once the fight is done you can loot the room.

+90 Encounter XP

- Open Container- Disruptor grenade x2, Stasis grenade, Ultra Zen stim

Examine the Body
- Biotech 10/+260 LP Biotech- TAC Team chip

Congratulations. You have completed all of the additional content.
Final Thoughts and Parting Bits of Wisdom
I've save this last section for some final thoughts and general guidelines.

If you are having trouble getting through the campaign, there's no shame in tweaking the settings to something that is more comfortable for you. Not everyone thinks alike and there are a lot of mechanics in Colony Ship that many folks just don't really have a desire to understand, and that's ok because the story is remarkably well written and true to the human experience. It doesn't steer away from difficult topics. Most choices matter. Some don't. Take the time to read the descriptions and the dialogue. I feel like it's pretty spot on and I enjoyed it from start to finish.

When it comes to weapons, don't try to be a jack of all trades. Focusing your LP into one choice will yield the best results. You might be able to split your combat LP into two weapons and still be ok, but I'm certain that anything more than that would be considered either foolish or purposefully hamstringing your character. Perhaps you could get away with it on Hero difficulty, but you will suffer immensely in combat on Underdog difficulty.

As with any weapon, I've always used an energy version to take out high value and highly armored foes. That's what they're intended for. The standard versions are more than capable of staying relevant throughout most of the campaign, however some foes have a significant energy weapon weakness and there's nothing wrong with taking advantage. Monks and floaters come to mind.

You get diminished returns from Armor. I never tag it, never take the feat, and I rarely have more than 24 armor handling by endgame. That's enough to get me to 10 DR without a Subdermal implant. (Chance's overcoat is the best.) You know what they say, the best offense is a good defense. Well, it's true in Colony Ship too. You should be able to kill most enemies before your cloak runs out and if that is true stacking a ton of armor isn't necessary.

Let's say an enemy hits me with an attack that has 65 penetration(+10 BGH, +20 weapon, +35 Weak Point), the difference between 15 armor and 10 armor is 1 DR(5 vs 4). This is why I don't recommend building around it.

That said, there ARE good Armor/DR builds that when combined with a shield are very robust. If you decide to go that route a good starting feat is Healing Factor. This build can survive most fights fairly easily if paired with some decent offense. Although I am personally biased toward heavy offensive builds, this defensive build is quite powerful and equally serviceable as well.

Oh, and Smiles is by far the best NPC in this game. By a long stretch. She's epic. Discuss.

That's it! I hope you enjoyed this guide.

Good luck and good hunting!
4 Comments
TroubleProne  [author] Apr 22 @ 10:19am 
That is correct. Those extra levels of skill increase accuracy and also crit because of Dodge This.
Dammokles Apr 19 @ 5:15am 
Great guide, thanks. One question: on your SMG crit build, why use skills on Rifle, Shotgun, and Pistol? Is it to maximize Guns, Lots of Guns?
TroubleProne  [author] Apr 16 @ 8:05pm 
Thanks for the comment! I’m glad it was helpful.
Xyzzy Apr 13 @ 12:29pm 
gr8 guide m8. thank you for this