Heavy Raider (Deadlock)
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Heavy Raider (Deadlock) | |||
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Race: | Cylon | ||
Type: | Fighter | ||
FTL: | No | ||
Propulsion: | |||
Crew: | Unknown Number of Cylon Centurions | ||
Capacity: | |||
CO: | {{{co}}} | ||
XO: | {{{xo}}} | ||
Role: | Boarding Craft | ||
Weapons: | |||
Armaments: | |||
Defenses: | {{{def}}} | ||
Aircraft: | |||
Aviation facilities: | {{{facilities}}} | ||
Fate: | {{{status}}} | ||
Emblem: | [[Image:{{{patch}}}|175px|Ship's patch]] | ||
Other Images: | Gallery | ||
Length: | |||
Width: | |||
Height: | |||
Weight: | {{{weight}}} | ||
Wingspan: | {{{wingspan}}} | ||
Other: | {{{otherdi}}} | ||
Cost: | |||
Construction Time: | |||
Hull Size: | |||
Hull: | 32 | ||
FTL Cooldown: | turns | ||
Speed: | 300 m/s | ||
Turn Rate: | °/turn | ||
Armor Total: | |||
Armor Left: | |||
Armor Right: | |||
Armor Front: | |||
Armor Rear: | |||
Armor Top: | |||
Armor Bottom: | |||
DRADIS Range: | 2000 m | ||
Processing Power: | |||
Munition Slots: | |||
Munition Cooldown Period: | turns | ||
Squadron Slots: | 12 | ||
Squadron Size: | {{{squadron size}}} | ||
Special Abilities: | Squad Repair, Board, Missile Interception | ||
Additional Information | |||
Background
Heavy Raiders are used to transport and deploy Centurion boarding parties on enemy capital ships.
Additional armor plating ensures the security of the boarding party during the boarding and assault process.
Game Abilities & Statistics
General stats
- Squadron size: 2 Craft
- Hull points: 32 (16 Hull per craft)
- Speed: 300 m/s
- Damage output: 0.3
- Weapon range: 2500m (2000m effective range)
- DRADIS range: 2000m
Special abilities
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, Heavy Raiders will be restocked with it's Centurion complement upon docking with it's parent ship. This is done immediately, and can be sent back out the following turn.
Board - The Heavy Raider can be ordered to board a hostile vessel in order to allow the Centurions on board to wreak havoc on the enemy ship. Each Heavy Raider has a boarding strength of 50 (100 strength per squad) which will fight the marines on board the target vessel. Subsystems will begin taking damage relative to Marine strength on the target, the less marines left the more subsystems will take damage. If the Centurions kill all marines on the target vessel then they will continue to deal constant subsystem damage until the Centurions are pulled off or the ship is destroyed. Multiple Heavy Raiders will stack on the target, and will be required to take down larger ships such as Battlestars. Boarding strength of Heavy Raiders is influenced by the Armoury subsystem power of the ship it belongs to. If it's parent ship is lost, or the subsystem is reduced to 0, Heavy Raider boarding will do little to it's target.
Missile interception - Heavy Raiders can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. This really is not recommended with Heavy Raiders, but you can stop some of the slower munitions such as guided missiles if you're desperate.
External Links
- "Complete Ship Statistics" by Sir Wagglepuss III via StreamCommunity.com