
The other tool for dealing with the power crisis is the Backup Battery. Fires, hull breaches, enemy boarders - anything that pulls your crew off their stations will cripple your power setup. Remember though, you only get that power if the Zoltans are standing in their default rooms. In practice, you will get three extra power at the start of the game, for a grand total of five. In addition, someone has to pilot the ship, and that means wasting the power bonus from one of those four Zoltans. Of course, they have to stay alive for that benefit to kick in, and losing even one frail Zoltan crewmember on this ship can be a complete disaster. You start out with four Zoltan crew members, each of whom will provide extra system power via their passive ability, up to four more power in total. Now two power is obviously nowhere near enough to run the ship, so the Zoltan C has a couple of tools to work around this deficiency. TWO POWER!!! The default starting power amount is seven for most other ships. This ship starts the game with a mere two reactor power. First of all, and the most glaring issue with the Zoltan C, lies in the power reactor. What makes this ship so bad? It's a combination of three different things. This is easily one of my least favorite ships in the game, and it's also unquestionably among the weakest designs as well. Livestream Link (for those who would rather watch first before reading)
