Wardriver
More actions
| |||||
Wardriver | |||
---|---|---|---|
Race: | Cylon | ||
Type: | Squadron | ||
FTL: | |||
Propulsion: | |||
Crew: | Unknown Number of Centurions | ||
Capacity: | |||
CO: | {{{co}}} | ||
XO: | {{{xo}}} | ||
Role: | Electronic Warfare, ECM[1] | ||
Weapons: | |||
Armaments: | See Abilities section.[1] | ||
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}}} | ||
Construction Time: | {{{construction}}} | ||
Hull Size: | {{{hull size}}} | ||
Hull: | 24[1] | ||
Mobility | |||
FTL Cooldown: | turns | ||
Speed: | 380[1] m/s | ||
Turn Rate: | 96[1]°/turn | ||
Armor Total: | {{{armor total}}} | ||
Armor Left: | {{{armor left}}} | ||
Armor Right: | {{{armor right}}} | ||
Armor Front: | {{{armor front}}} | ||
Armor Rear: | {{{armor rear}}} | ||
Armor Top: | {{{armor top}}} | ||
Armor Bottom: | {{{armor bottom}}} | ||
Armament | |||
DRADIS Range: | 2000 m | ||
Processing Power: | |||
Munition Slots: | |||
Munition Cooldown Period: | turns | ||
Squadron Slots: | |||
Squadron Size: | {{{squadron size}}} | ||
Special Abilities: | Squad Repair, Hack, Disarm, Missile Interception, Jamming Mode[1] | ||
Additional Information | |||
The Wardriver is a Cylon fighter in use during the First Cylon War, typically in squadrons as large as two ships.
It is the analog of the Colonial Raptor in terms of electronic countermeasures against munitions, with the additional ability to hack into the systems of larger ships (Battlestar Galactica Deadlock).
Game Abilities & Statistics
General stats
- Squadron size: 2 Craft
- Hull points: 24 (12 Hull per craft)
- Speed: 380 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.
Disarm - An ability introduced with the reinforcement pack, the Wardriver can be given the order to disarm any hostile deployed mines nearby. The ability range to target mines is a little over 4000m range, and the Wardriver will fly to the target.
Missile interception - Wardrivers can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. Again like Heavy Raiders this is really not recommended, but you can stop some of the slower munitions such as guided missiles if you're desperate.
Hack - Wardrivers, like the Nemesis and Phobos, can hack a target. The ability range is just over 4000m, and once the target firewall has been breached you will start doing direct subsystem damage to a system of your choosing. Note that Wardrivers do not quite pack the same hacking punch that Nemesis and Phobos do, but they are still a legitimate threat if not dealt with quickly.
Jamming mode - Wardrivers can reconfigure themselves to put out a jamming field around the squadron. When activated, the Wardriver projects a sphere of just over 1500m radius around itself. Any hostile squadrons which enter the jamming field have their speed reduced by 120m/s and lose 15 evasion. Furthermore, any hostile guided munitions passing through the jamming field have a 60% chance to be redirected to their point of origin. Any munition which relies on a guidance system, including nukes, are vulnerable to being turned on the ship which fired them. Munitions which are unguided, such as torpedoes, are immune to this effect as they have no guidance system to spoof. The Wardriver retains it's ability to move and fire but it cannot hack whilst the jamming field is active.
Related Imagery
External Links
- "Complete Ship Statistics" by Sir Wagglepuss III via StreamCommunity.com
References