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Unknown Menace - SotS

Unknown Menace

From SotS

The Kerberos Crew have hinted that there are many hazards in the Sword of the Stars Galaxy. Rumor has it there are things so terrible wandering the depths of SotS space that even in the middle of a knock–down drag–em–out war, enemies could see themselves forming a temporary alliance against something…else.

There are spoilers below, so stop reading if you don't want to know.


Unknown Menace Combat Screen(full)

Unknown Menaces can be one of four types: System Confined, Mobile Random, Mobile non–Random or a Grand Menace Encounter. These four types can be summarized below:

System Confined Encounter

Randomly generated upon Map creation.
  • Does not move from generated location.
  • May also be generated by other Encounters.


Mobile Random Encounter

Generated encounters that have a percentage chance of happening per turn.
  • Have an increasing chance of occurring every turn that a player is not in a combat.
  • Each combat that a player fights decreases this chance.
  • Will not (generally) occur if you have other combats that turn.
  • Will not occur before turn 25.
  • Will occur at a randomly selected colony in your Empire.
  • Can be detected by Science Stations one turn before they occur.


Mobile non–Random Encounter

An encounter that spawns from an in–game encounter that already exists, usually a System Confined Encounter.
  • May create additional System Confined Encounters (eg: Silicoid Queen).
  • Some can be detected by Science Stations one turn before they occur.


Grand Menace Encounter

One per game.
  • Requires that there be at least 50 stars in the game Map.
  • Will not appear before turn 100.
  • Has a flat 1% chance of occurring per turn, regardless of what else is happening
  • May spawn Mobile non–Random Encounters (eg: Locust Hive World).

The Alien Derelict, Asteroid Monitor, all the "Crow" encounters and Swarm Infestation are confined to the system they are discovered in and will not themselves move from there. They are generated and placed at game creation only. Asteroids, Silicoid Queens, all the Von Neumann and remaining "Slaver" encounters and the Grand Menaces such as Puppet Master and System Killer are mobile and will move from system to system, attacking anything in their path.

There can only be one type of "Grand Menace" per game, no matter what the settings. Of note is that several "Grand Menace" encounters have special properties that will allow them to multiply or return if not stopped.

Defeating some of the Unknown Menaces below will give the player monetary or research bonuses. When multiple allies defeat one of those menaces, all allies present get the full bonus. It is not split up.

When in doubt, use point defenses. Lots of point defenses. A lot of these nightmares use waves of drones and PD will save you a world of hurt. Of course, the exceptions will then proceed to hurt you in entirely different ways.


Alien Derelict

Description: The Alien Derelict is a moderately armed, automated, dreadnought class piece of floating wreckage. Identified as Black 9 by SolForce.
Encounter Type: System Confined Encounter.
Introduced: Version 1.0.12 SotSIcon.png
Notes: If you can destroy all of its weapon mounts, you will get a one time 25% research boost for 4 turns. If you destroy the Alien Derelict entirely, you will get a one time 10% research boost for 1 turn. Disabling or destroying additional Alien Derelicts while the first research boost is in effect will cause the additional research boosts to stack with the already existing boost. Disabling or destroying additional Alien Derelicts will not extend the number of turns that any one research boost is in effect. This research boost will also stack with the boost from taking control of Asteroid Monitors or destroying a Von Neumann "mothership".
Tactics: Use weapons with high accuracy to strip the Derelict's weapons for a larger Research bonus.
Forum Discussion of the Alien Derelict.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Asteroid Monitor

The player buildable version of this menace can be found here: Asteroid Monitors


Description: The Asteroid Monitor is a heavily armed, automated, dreadnought class asteroid base. Identified as Black 10 by SolForce.
Encounter Type: System Confined Encounter.
Introduced: Version 1.0.12 SotSIcon.png
Notes: Will hold fire for 30 seconds once combat starts.
Once you have encountered the Asteroid Monitor, a special project will become available for research to gain control over it.
As long as it is not destroyed, completing this Special Project will allow you to take permanent control of the Monitor and give you a one time 15% research boost for 5 turns. Completing additional Special Projects while the first research boost is in effect will cause the additional research boosts to stack with the already existing boost. This will not extend the number of turns that any one research boost is in effect. This research boost will also stack with the boost from Disabling or destroying Alien Derelicts or destroying a Von Neumann "mothership".

The Mark 1 has a strategic scan range of 6ly and a tactical sensor range of 2000.
Its weapon loadout is 2 planetary missiles, 24 mass drivers (some dual mounted in the large turrets), 8 gauss cannons and 16 gauss point defense.
It may be fitted with Quark Resonators.

The Mark 2 has a strategic scan range of 6ly and a tactical sensor range of 4000.
Its weapon loadout is 2 planetary missiles, 1 tractor beam, 24 armour piercing mass drivers (some dual mounted in the large turrets), 8 armour piercing gauss cannons and 15 gauss point defense.
It may be fitted with Quark Resonators and / or Reflective Coating.
Tactics: Can be evaded if you order your ships to move away from it.
Forum Discussion of the Asteroid Monitor
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png
Encounter Updates
Version Update Information


Version 1.6.1 AMoC-Icon.png Newer versions of the Asteroid Monitor were introduced with the second expansion.
These newer models sport upgraded weaponry and sensors.


Asteroids

Description: Three streams of Asteroids are on a collision course with your planet
Encounter Type: Mobile Random Encounter.
Introduced: Version 1.0.12 SotSIcon.png
Notes: Asteroid Strikes increase the resource level of the system that they occur in, with a higher increase if all the meteors are destroyed before striking the planet.
This menace scales with the number of ships and satellites in the system, with three Asteroids, of any size, added per ship or satellite.
Tactics: Most of the Asteroids can't take much damage, but there are a lot of them, coming from three different directions. Arm your ships with rapid fire weapons and spit your fleet into three parts to cover each stream of Asteroids.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Crows

The Crows became the 6th race, the Morrigi, in the second expansion — A Murder of Crows.


Alien Wreckage

Description: A group of swarming Crow ships that are defending some sort of large derelict vessel. Identified as Black 15 by SolForce.
Encounter Type: System Confined Encounter.
Introduced: Version 1.5.2 BoBIcon.png CE Icon.png
Notes: After two attempts the encounter is removed providing no bonuses.

If defeated it provides research and income bonuses.
Known to the Morrigi as the "tholos", these are funerary monuments dedicated to particular individuals of great standing among the Travellers. The tholos are similar to a habitat station in design, but were originally built for a single inhabitant while its automated defenses were meant to stand guard against tomb robbers.

A tholos is not open to the general public and these monuments were never designed and built with the notion that non–Morrigi would approach them. When Morrigi do approach them, the tholos behaves rather differently. Also, you might note that these tombs have already obviously been attacked and partially destroyed when you first approach them — the automated defenses are probably the last–ditch tomb trap which remains long after the warriors who died defending this place were crushed.Erinys

Planets with tholos encounters are clustered regionally. The game picks a particular world of origin for them and everything within a given radius gets a shot at a Alien Wreckage or an Unknown Vessels encounter.

Tactics: The drones defending this wreckage are heavily armed and too fast to be hit missiles. Shields, Green or UV Beamers, Point Defense Phasers or Light Emitters are recommended.
After researching the third level of Morrigi Xenotech this encounter will be disabled automatically when it is discovered.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png



Asteroid Trap

The player buildable version of this menace can be found here: Asteroid Belt Trickster


Description: Mining or Refining Fuel from the asteroid field surrounding the planet results in a one–off encounter with a gravity field that pulls all ships and nearby asteroids into it with the usual result of mutual annihilation.
Encounter Type: System Confined Encounter.
Introduced: Version 1.3.6 BoBIcon.png
Notes: Asteroid Traps are not prevented by the existence of any other system event. They do not interact with swarms, AM's or anything else. One does NOT preclude the other.
Tactics: After researching the third level of Morrigi Xenotech this trap will be disabled automatically when it is encountered.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Colony Trap

The player buildable version of this menace can be found here: Colony Trickster

"These guys are a real terror, and they can easily drag away unsuspecting destroyers! Stay together - do not let them separate your fleet under any circumstances - and use accurate, fast-firing weapons." - Terran Academy Instructor

Description: A group of ships of unknown design rise from the atmosphere of the world selected for colonization and proceed to use some form of tractor beam to drag all ships in the vicinity of the world down into that world's atmosphere. As most ships are not intended for atmospheric travel, this usually results in the destruction of any ships so caught.
Identified as Black 14 by SolForce.
Encounter Type: System Confined Encounter.
Introduced: Version 1.3.6 BoBIcon.png
Notes: The size of ship used in the Colony Trap seems to be an attempt to reduce exposure during these operations. Colony Traps are not prevented by the existence of any other system event. They do not interact with swarms, AM's or anything else. One does NOT preclude the other.
Tactics: After researching the third level of Morrigi Xenotech this trap will be disabled automatically when it is encountered.
These Drones are fast, but only armed with a tractor beam. Gauss Point Defense, Green or UV Beamers, Point Defense Phasers or Light Emitters are recommended.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Unknown Vessels

Description: A small group of cloaking Crow Scout ships defending a world with a small amount of infrastructure already developed.
Encounter Type: System Confined Encounter.
Introduced: Version 1.5.2 BoBIcon.png CE Icon.png
Notes: Only occurs on maps with 80 or more stars.

These ships will also defend nearby planets as well as their homeworld.
No bonuses are provided regardless of how you defeat the encounter.

Planets with Unknown Vessel encounters are clustered regionally. The game picks a particular world of origin for them and everything within a 10 LY radius gets a shot at a Alien Wreckage or an Unknown Vessels encounter.

Tactics: Bringing a ship equipped with deep scan or 12 command points of ships — 6 destroyers or 2 cruisers — to the system will remove the encounter.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




The Herald

The Herald Launching.jpg


Description: Shades of things to come! Identified as Black 19 by SolForce.
Encounter Type: Mobile Random Encounter.
Introduced: Version 1.8.0 ANY-icon.png SotS-CC-icon.png
Notes: Reduces morale by .2 for each second that it survives in combat. If it survives for 4 minutes, that is a 48 point loss of morale for the colony which encountered it. If it is defeated, the colony it was encountered at gets a 10 point morale increase and all other colonies in your empire get a 2 point increase.
Tactics: Try to defeat it within the first 50 seconds to have the loss of morale negated by the bonus of its destruction.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Locust Homeworld

Locust Homeworld.jpg


and for the record...missiles vs locusts = sledgehammer vs ants....yes you will kill one or two REALLY hard...but in the meantimes you are dead — Mecron

Description: A massive Spherical Hiveship that arrives as a sole Grand Menace. Known as the Locusts. Identified as Black 17 by SolForce.
Encounter Type: Grand Menace Encounter.
Spawns Mobile non–Random Encounter.
Introduced: Version 1.3.6 BoBIcon.png
Notes: Upon arrival at a world, the Hiveship will strip all resources with the aim to replicate itself, resulting in exponential growth.

the Locusts can NOT duplicate without taking resources from worlds — Mecron
It takes around 20,000 resources stripped from planets for the Hiveship to replicate.
While copies of the original Hiveship can be called a "Mobile non–Random Encounter", the copies have the same weapons, armor and ability to duplicate themselves as the original Hiveship.
Each hiveship will move to the nearest planet that still has resources, unless another hiveship is already headed there. In this case it will chose the next nearest. Hiveships move at 1 light year each turn.
Each hiveship that is destroyed will give 2,500 resources to whatever planet they are attacking.

Tactics: When a Locust swarm attacks one of your planets, let the computer handle the battle, regardless of whether you have a fleet present. You're guaranteed to lose far less ships, population, infrastructure and resources than if you tried to fight manually. I guess maybe the computer knows something about Locusts that we don't. This is possibly a bug with Locusts, but I've confirmed this tactic works over the course of several games. — Harathan

Energy Absorbers are very good against the Locusts as all of their weapons are energy based. Disruptor Shields could also work when assaulting the Hiveworld itself, but are unlikely to work against the swarmers.

To stop them kill the main sphere... heh, if it was that easy it wouldn't be a menace. The sphere constantly produces a swarm of... cones that go out and kill anything in its path. And unleashes a major wave immediately at the start of the battle. — Samuel

Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Peacekeeper

when he arrives at a battle...he first takes on the "invader"...then he looks around to see if the defender fleet exceeds his parameters...if it is too large he will "fix" it...if it is within allowed defense fleet size, he will wander off to the next den of troubled sentience. He kills whoever and whatever shoots at him. He's a cop!

Description: Ancient weapon system of Stellar Generation Prime. Ortgay!
Encounter Type: Grand Menace Encounter.
Introduced: Version 1.6.1 AMoC-Icon.png
Notes: Unlike other Grand Menaces, the peacekeeper will "return to this part of his beat every so often unless defeated", with a 15% chance of returning after being away for 100 turns.
Will leave on its own after 15–20 turns.
Will not attack fleets over the limit unless they are at a planet.
Will only target fleets bigger than 20 "DE equivalents". Each CR is 3 DE equivalents, while each DN is 9 DE equivalents.
Tactics: The Peacekeeper is armed with anti-capital ship weapons and a Disintegration beam. Using high damage weapons or swarms of DE's is recommended. Otherwise, disperse large fleets and launch no attacks and the Peacekeeper will not bother you.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Puppet Master

PuppetmasterVSAsteroid Monitor.jpg


the PM isnt even fully in our universe

Description: the Puppet Master is a heavily armored, moderately armed, dreadnought class ship. Identified as Black 11 by SolForce.
Encounter Type: Grand Menace Encounter.
Introduced: Version 1.0.12 SotSIcon.png
Notes: When a Puppet Master is generated, it draws a straight line from where it spawns to a random point on the other side of the galaxy. It then visits every star within 6 light–years of that line.
Its biggest threat is from the unique ship capture beam that the Puppet Master uses to increase the size of its fleet. Any ship that is hit by this beam will be given permanently to the Puppet Master, who can use it immediately against the player.
Starting with 1.6.2, if a Puppet Master arrives at an inhabited world and is not defeated, it will turn that colony into an AI rebellion world.
Tactics: Most weapons are effective against the Puppet Master, but long range weapons (like missiles or torpedoes) are preferred, as the capture beam out ranges most other weapons.
A humorous, yet extremely effective tactic, is to wait until the Puppet Master is set to raid a planet, and have set up there a number of ships (preferably small ones, but anything will do) loaded with Pulsar or Electro-Magnetic Pulsar torpedoes. The Puppet Master, approaching at full speed, will be unable to stop and will hopefully ram into the planet, dying instantly.

I just did this tactic. I actually didn't intend it, I kinda hoped to disable it at range so I could leisurely pelt it with missiles, but I got a bonus when it turned into a crater on my planet's surface. Did some damage, but not much.Jachra 04:49, 23 June 2007 (EDT)

Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png
Encounter Updates
Version Update Information


Version 1.6.2 AMoC-Icon.png If a PM arrives at an inhabited world and is not defeated, it will turn that colony into an AI rebellion world.


Silicoids

The Silicoids (also known as The Swarm or Space Bees) are a hive of swarming alien drones found around planets. While very fast and well armed, the Silicoids don't seem to be very sturdy. Destroying their Hive is the best way to eliminate them as a threat. Provides a small income bonus when defeated.

Swarm Infestation

"Take out their hive and the swarm will stop - simple as that. Heavy point defenses are advised." - Terran Cruiser Captain

Description: A Asteroid hive with swarming alien drones. Identified as Black 4 by SolForce.
Encounter Type: System Confined Encounter.
Spawns Mobile non–Random Encounter as of Version 1.3.6 BoBIcon.png.
Introduced: Version 1.0.12 SotSIcon.png
Notes: The Swarm Nest spawns a new Queen every 5 turns which seeks out nearby asteroid fields to create her own nest.
Tactics: "fave tactic vs the space bees (The Swarm)....flying full speed at a big asteroid and shattering it at the last second so they plow into the debris and die...well some of them anyway." - Mecron

No light emitters? No point defense? No problem. — Unknown Tanker Pilot
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png
Encounter Updates
Version Update Information


Version 1.3.6 BoBIcon.png The Swarm Nest now spawns a new Queen every 5 turns which seeks out nearby asteroid fields to create her own nest. Also the defenders have been upgraded with a new Warrior Drone.


Silicoid Queen

Queens become hives...hives send out queens...its the cycle of SotS life. Damage on the queen holds over between turns as well — Mecron

Description: A single large Silicoid that establishes new Swarm Infestations. Identified as Black 5 by SolForce.
Encounter Type: Mobile non–Random Encounter.
Spawns System Confined Encounter.
Introduced: Version 1.3.6 BoBIcon.png
Notes: Each Silicoid Hive will generate one of these beginning after Turn 10 and then a new queen 5 turns after the new Hive is established. The Queen travels through space to another nearby world with an asteroid field where it creates a new Hive. This results in exponential growth, up to 1 Queen per 10 systems.
The Queen is accompanied not only by the usual worker drones, but also by a more aggressive and dangerous warrior drone of some kind. Note that the new hives produced in this fashion will put forth the Queen as an independent entity once the Hive itself has been destroyed.

Provides a large income bonus (between 25,000 and 500,000) when defeated.

Tactics: The Queen has Improved Reflective Coating, so either ballistic weapons, Beams or missiles are recommended.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Slavers

The Slavers became the 5th race, the Zuul, in the first expansion — Born of Blood. All Slaver or "Ripper" encounters were identified as Black 13 by SolForce.


Slaver Raid

Yeah those guys suck. When they show up you know you're in for a nasty fight. — Rorschach

Description: The Slavers are a small fleet of moderately armed, cruiser class ships.
Encounter Type: Mobile Random Encounter.
Introduced: Version 1.0.12 SotSIcon.png
Notes: If their unique shuttles reach your planet, it will reduce your population but will not affect your planet otherwise.

If the entire Slaver fleet is destroyed, you will receive a one time savings bonus of 100,000 for each Slaver cruiser that is destroyed.

Tactics:
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png
Encounter Updates
Version Update Information


Version 1.3.6 BoBIcon.png Removed from the game.
Version 1.6.4 AMoC-Icon.png Re–introduced to the game.


Slaver Refueling Base

Description: This encounter has the Slavers found in an unexplored system, much like the Swarm Infestation. In addition to the normal cruiser class Slaver ships, a moderately armed destroyer class tanker is also present.
Encounter Type: System Confined Encounter.
Introduced: Version 1.2.1 SotSIcon.png
Notes: Only by destroying the tanker will the Slaver presence in the system be eliminated permanently.

If the entire Slaver fleet is destroyed, you will receive a one time savings bonus of 100,000 for each Slaver cruiser that is destroyed.
The backstory for the sudden appearance of this new encounter is provided in the short story Incident at Ko'Grappa.

Tactics:
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png
Encounter Updates
Version Update Information


Version 1.3.6 BoBIcon.png Removed from the game.


Specters

Specters DO NOT scale — Mecron

Description: Beings from the nether regions of Nodespace who are somewhat unhappy at recent incursions into their territory, particularly the incursions resulting in massive gravitational rifts being formed between different star systems. Identified as Black 18 by SolForce.
Encounter Type: Mobile Random Encounter.
Introduced: Version 1.3.6 BoBIcon.png
Notes: Victims of the Specters are found physically untouched, having suffered no direct damage. Post–mortem examination reveals a massive cascade failure of the central nervous system, as if the brain, spine and nerves had been lit up by a surge of energy. Death was swift and painful.

The behavior of the specters should probably be regarded as defensive in nature, rather than predatory. Their natural habitat is being threatened and disturbed — their appearance in the universe is a reaction rather than an action.
The specters understand that beings from otherspace have found a way to damage and invade their version of the universe. Now that they have discovered otherspace, they can enter our universe at will and have begun making forays of their own — to investigate and put an end to the disturbances.

Tactics: As beings of pure energy they are immune to non–energy based weapons. Missiles and mass drivers do no damage to Specters.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




System Killer

System Killer Firing Beams at Liir DE Tanker.jpg


the SK is solid state...nothing to board

Description: The System Killer is a heavily armored, heavily armed, dreadnought class ship. Identified as Black 12 by SolForce.
Encounter Type: Grand Menace Encounter.
Introduced: Version 1.0.12 SotSIcon.png
Notes: When a System Killer is generated, it draws a straight line from where it spawns to a random point on the other side of the galaxy. It then visits every star within 6 light–years of that line.

The System Killer is the Ultimate Weapon of a long forgotten war — and it did its job.
Loaded with both missiles and beam weapons, the System Killer is one of the hardest menaces to counter. But its biggest threat is from its unique Beam weapon. If the System Killer is not destroyed before the end of combat, this weapon will fire, destroying the entire system and any ships still left within. This not only repairs all damage to the System Killer, but it also destroys all Node Lines connected to the system. Any Human or Zuul ships moving along these lines will also be destroyed.

Tactics: Most weapons are effective against the System Killer, but ships with a heavy PD defense are recommended. Also, because the System Killer heals only when it "eats" a system, fighting it in Deep Space (preferably multiple times) before it reaches a star system is also recommended.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Von Neumann

Self–replicating machines.


Von Neumann Mothership

Colloquially referred to as Mom and the kids.
"These guys ain't so tough, but I won't deny we took a beating. The mothership took some time to wear down too, I wish we'd had some missile or torpedo boats with us."' - Terran Armoured Destroyer Crewman

Description: A destroyer class "child" resource collector and a dreadnought class "mothership". Identified as Black 6 by SolForce.
Encounter Type: Mobile Random Encounter.
Spawns Mobile non–Random Encounters as of Version 1.3.6 BoBIcon.png.
Introduced: Version 1.0.12 SotSIcon.png
Notes: Both the Mothership and the resource collectors are well armed with point defense weapons and a unique beam weapon that both immobilizes and begins to consume its target. If the smaller "child" ship reaches the planet, it will attack with its beam weapon. This will permanently lower the planets resource level. Once the "child" ship is full, it returns to the "mothership", transferring the collected resources. Once enough resources have been transferred, the "mothership" will create a new "child" and the process starts again. The systems the VN's select to visit are randomly selected.

Destroying a Von Neumann "mothership" will give you a one time 25% research boost for 1 turn. Destroying additional Von Neumann "motherships" while the first research boost is in effect will cause the additional research boosts to stack with the already existing boost. Destroying additional Von Neumann "motherships" will not extend the number of turns that any one research boost is in effect. This research boost will also stack with the boost from taking control of Asteroid Monitors or disabling or destroying Alien Derelicts.

Rumours persist that if Von Neumann harvesters are able to depart with sufficient resources, that they are then able to use the gathered resources to deploy a different, much larger warship of some kind.

Tactics:
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png
Encounter Updates
Version Update Information


Version 1.3.6 BoBIcon.png If you defeat the resource gathering Motherships often enough, then you will receive a visit from Von Neumann warships in retaliation.

Von Neumann Berserker

Description: The first Von Neumann warship. Identified as Black 16 by SolForce.
Encounter Type: Mobile non–Random Encounter.
Introduced: Version 1.3.6 BoBIcon.png
Notes: A Von Neumann Berserker appearance is NOT random and CAN be predicted based upon the amount of resources the Von Neumann resource gatherers manage to collect.
The main ship releases smaller "disks" with varying abilities.
Tactics: The "disks" have the ability to cloak, so Deep Scan ships are recommended.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Von Neumann Construct

Description: The second Von Neumann warship.
Encounter Type: Mobile non–Random Encounter.
Introduced: Version 1.6.1 AMoC-Icon.png
Notes: The VN construct is NOT a Grand Menace...it is a COPY of a Grand Menace, the System Killer above. That means it can appear in the same game WITH an actual Grand Menace.

Further, with enough collected resources, the Von Neumann will build more than 1... or 2...
Defeating the Construct gives a 50% research bonus for ten turns

Tactics: Refer to System Killer above.
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png




Von Neumann Homeworld

I would caution in the use of "the" in regards to the VN HW...perhaps "a" is a more accurate choice. — Mecron
basically...a world sized microchip — Mecron

Description: With the AMoC expansion came the opportunity to conquer the Von Neumann menace once and for all.
Encounter Type: System Confined Encounter.
Spawns Mobile non–Random Encounters.
Introduced: Version 1.6.1 AMoC-Icon.png
Notes: Only occurs on maps with 80 or more stars.

If you get a message about the Von Neumann Homeworld, know that it doesn't show up as a star system on the strategic map unless you have deepscan around it.
Be aware however that the Moon isn't....

Tactics:
Version: This information valid for Version 1.8.0 ANY-icon.png SotS-CC-icon.png
Encounter Updates
Version Update Information


Version 1.6.4 AMoC-Icon.png The Moon now has some of its armaments active.
Version 1.6.6 AMoC-Icon.png The Moon now has more of its armaments active.
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