Assault Raptor (Deadlock)

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Assault Raptor (Deadlock)
Assault Raptor (Deadlock)
Race: Colonial
Type: Squadron
FTL:
Propulsion:
Crew:
Capacity:
CO: {{{co}}}
XO: {{{xo}}}
Role:
Weapons:
Armaments:
Defenses: {{{def}}}
Aircraft:
Aviation facilities: {{{facilities}}}
Fate: {{{status}}}
Emblem: [[Image:{{{patch}}}|175px|Ship's patch]]
Other Images: Gallery
Dimensions
Length:
Width:
Height:
Weight: {{{weight}}}
Wingspan: {{{wingspan}}}
Other: {{{otherdi}}}
Game Information
Cost:
Construction Time:
Hull Size:
Hull: 30
Mobility
FTL Cooldown: turns
Speed: 300 m/s
Turn Rate: °/turn
Armor Sum
Armor Total:
Armor Left:
Armor Right:
Armor Front:
Armor Rear:
Armor Top:
Armor Bottom:
Armament
DRADIS Range: 4000 m
Processing Power:
Munition Slots:
Munition Cooldown Period: turns
Squadron Slots: {{{squadrons}}}
Squadron Size: 3
Special Abilities: Squad Repair, Paint Target, Short Range Missile, Missile Interception
Additional Information


Background[edit]

An assault variant of the Raptor ECM utility craft.

The external rocket pods on these ships are capable of providing significant anti-capital support.=

Gameplay[edit]

The Assault Raptor was introduced to the game Battlestar Galactica Deadlock through the Second DLC (Downloadable content) of the first season titled "Broken Alliance". This expansion adds six ships to the game that are availible through campaign, multiplayer, skirmish and Operation Anabasis.

Game Abilities & Statistics[edit]

General stats[edit]

  • Squadron size: 3 Craft
  • Hull points: 30 (10 Hull per craft)
  • Speed: 300 m/s
  • Damage output: 0.3
  • Weapon range: 2500m (can fire both forward and rear)
  • DRADIS range: 4000m
  • Missile capacity: 36
  • Missile salvo size: 6 per craft (18 assuming full squadron)
  • Missile damage: 2

Special abilities[edit]

Squad repair - All squadrons can be ordered to return to their parent ship and undergo repairs during battle, this can even replace lost craft in the squadron and can be done regardless of how much damage and losses the squadron has taken so long as it is still intact. As an additional note, Assault Raptors will be restocked with it's 36 missiles upon docking with it's parent ship. This is done immediately, and can be sent back out the following turn.

Short Range Missile - The Assault Raptor squadron can target a hostile capital ship and let loose 18 guided missiles at the target. The missiles have a maximum range of 4000m and as such the squadron must be within 4000m of the target to be able to give the command to fire, note that the squadron's DRADIS range is 4km so any hostile capital ships within the DRADIS circle are valid targets. The missiles will be fired as soon as possible after giving the command, so ensure the craft are in position before giving the order. As an additional note, keep in mind that missiles will "fall short" upon reaching 4000m so it's entirely possible to fail to hit fast capitals moving away from the Assault Raptor squadron at max range. Wasted salvoes on these targets can be avoided by moving closer than 4000m before releasing the salvo. Short Range Missiles have a 2 turn reload.

Paint Target - The Assault Raptor squadron can light up any target in range, including other squadrons, with a laser painter which increases friendly unit accuracy against that target. This order can be given at any point and the target will remain painted so long as the Assault Raptor remains in range. The paint target ability range is roughly as large as the Assault Raptor's DRADIS range of 4000m, and can be useful in allowing Colonial captial ships to hit the more agile Cylon captials such as the Nemesis and Cerastes reliably.

Missile interception - Assault Raptors can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. This really is not recommended with Assault Raptors, but you can stop some of the slower munitions such as guided missiles if you're desperate.

External Links[edit]