Slaver Crown Artefact

Cost 1,000,000
Mass 30,000
Tech Level
Duranium 10,000
Tritanium 10,000
Molybdenum 10,000
Large Weapons 0
Max Large Size 0 kt
Small Weapons 0
Point Defense 0
Super Weapon < None >
Max Fuel 0
Max Ord 0
Max Repair 0
Max Cargo 0
Engines 0
Generators 0
Power Bank 0
Armor Limit 20,000
Shield Limit 3,000
Pod Bays 0
Crew Size 20,000
Passengers 0
Fighter Bays 5
Fighter Bay Size 350
Construction Bay Size 0
Max Speed 0
Max Hyp Jump 0
Evasive Bonus 0
Attack Bonus 0
Warp Drag Factor 0
Warp Signature 150
Scan Range 0
Tractor Beam 0
Cloak Fuel Burn ( No Cloak )
 




Vulnerability To Weapons Fire
Parts / Hull 0
Control Systems 100
Engines 100
Hyperdrive 100
Lifesupport 100
Critical (Soft Spot) 0
History:
Aeons ago, the Slavers ruled the galaxy through their telepathic control / amplification helmets. Though the Slavers died long ago, their helmets survive, protected by impervious stasis fields. These crowns have attuned themselves to the new races of the galaxy. Guard yours well, for if it falls into enemy hands your race is doomed to eternal servitude!

Special powers:
* Not clonable or reproducible by any means.
* Indestructible (its game purpose is to be captured by killing crew / defended at all costs. Its structure is protected by silvery stasis fields.)
* Cannot be moved
* If it is captured, the race which owns it immediately converts en masse to the same race as the capturing player. For example if a Robot captures the Feds' Slaver Crown, all Fed colonists, ships, bases etc become Robot ones - all over the galaxy - at the end of the turn. The Fed player is now out of the game and the Robot player is significantly more powerful.

Effect on gameplay:
* It is normally scripted thus: at the start of the game, one of these hulls belongs to each race, at their homeworld.
* All players will strive to capture enemy Crowns whilst defending their own at all costs.
* Players who look vulnerable to takeover will find their allies are
uncomfortable at sharing bases, mixing fleets etc and may turn on them if they look susceptible to imminent takeover!

I thought of this idea whilst considering ways of getting more aggression and treachery into VGAP4. It gives players something different to fight over than the usual minerals and natives, which sometimes aren't sufficient incentive.


Idea: Paul Honigmann
Artwork:

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