Viper Mark II (Deadlock)

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Viper Mark II (Deadlock)
Viper Mark II (Deadlock)
Race: Colonial
Type: Fighter
FTL: No
Propulsion:
Crew: 1 Personel
Capacity:
CO: {{{co}}}
XO: {{{xo}}}
Role: Strike Craft
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: 34
Mobility
FTL Cooldown: turns
Speed: 380 m/s
Turn Rate: °/turn
Armor Sum
Armor Total:
Armor Left:
Armor Right:
Armor Front:
Armor Rear:
Armor Top:
Armor Bottom:
Armament
DRADIS Range: 2000 m
Processing Power:
Munition Slots:
Munition Cooldown Period: turns
Squadron Slots: 8
Squadron Size: {{{squadron size}}}
Special Abilities: Squad Repair, Missile Interception
Additional Information


Background

The Mark II variant of the Viper sheds the older model’s reliance on armor plating, and instead relies on the reflexes and intuition of the pilot.

Faster propulsion and updated RCS provides the Mark II unparalleled superiority in space and atmospheric combat.

Game Abilities & Statistics

General Statistics

  • Squadron size: 8 Craft
  • Hull points: 34 (4.25 Hull per craft)
  • Speed: 380 m/s
  • Damage output: 0.4
  • Weapon range: 2500m
  • 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.

Missile interception - Viper Mk II's can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. The earlier the order is given the better, as it will take time for Vipers to reach the target ordnance and dispose of it.

External Links