Phobos
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Phobos | |||
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Race: | Cylon | ||
Type: | Versatile Tech Cruiser | ||
FTL: | Yes | ||
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 | ||
Length: | 995 Meters | ||
Width: | 324 Meters | ||
Height: | 217 Meters | ||
Weight: | {{{weight}}} | ||
Wingspan: | {{{wingspan}}} | ||
Other: | {{{otherdi}}} | ||
Cost: | {{{construction}}} | ||
Construction Time: | {{{construction}}} | ||
Hull Size: | 3 | ||
Hull: | 80 | ||
FTL Cooldown: | 3 turns | ||
Speed: | 120 m/s | ||
Turn Rate: | °/turn | ||
Armor Total: | |||
Armor Left: | 60 (Armory) | ||
Armor Right: | 60 (Armory) | ||
Armor Front: | 40 (Hangar) | ||
Armor Rear: | 45 (Navigation) | ||
Armor Top: | 75 (Tech Bay) | ||
Armor Bottom: | 30 (Engineering) | ||
DRADIS Range: | 4250 m | ||
Processing Power: | |||
Munition Slots: | 1 Slot | ||
Munition Cooldown Period: | 2 turns | ||
Squadron Slots: | |||
Squadron Size: | {{{squadron size}}} | ||
Special Abilities: | Hacking, Tactical Jump | ||
Additional Information | |||
Background
The Phobos class tech cruiser has highly sophisticated DRADIS systems integrated into its FTL drives, allowing it to make tactical-range jumps while engaged with the enemy.
An array of missile tubes, a fore-facing hangar and a powerful electronic warfare suite rounds out this high impact cruiser.
Gameplay
The Janus class was introduced to the game Battlestar Galactica Deadlock through the first DLC (Downloadable content) titled "Reinforcement Pack." This expansion adds four ships to the game. As such, the Phobos class is accessible through campaign, skirmish, multiplayer and Operation Anabasis.
Notes
According to the Spacedock promotional video, the following quote is attributed to Lieutenant Sara Feynham, Viper Pilot
- I didn't need visuals to know that we were being outclassed; but when I saw it for myself, I finally realized how. - at the battle of Gemenon.
Related Media
Game Abilities & Statistics
FTL Cooldown: 3 turns.
- Speed: 120 m/s (System Process 10% - 145%)
- Turn Rate: 48 degrees per turn
- Pitch rate: (System Process 20% - 140%)
- Ship hull size: 3
Hull/Armour/Engineering
- Hull: 80
- Left: 60 (Armoury)
- Right: 60 (Armoury)
- Front: 30 (Hangar)
- Rear: 45 (Navigation)
- Top: 75 (Tech Bay)
- Bottom: 30 (Engineering)
15% Damage reduction (System Process 0% - 30%) 80% Subsystem Repair (System Process 20% - 140%)
Fire Control Systems
1x Munition slot, 2 turn cooldown Munition salvo size: 80% (System Process 20% - 140%) 1x Medium Turret mounted rear.
- Range: 3750 (System Process 1500 - 6000)
- Rate of fire: Low
- Accuracy: Very Low (System Process Very Low - Medium)
- Damage: 1
2x Medium Turret mounted on top.
- Range: 3750 (System Process 1500 - 6000)
- Rate of fire: Low
- Accuracy: Very Low (System Process Very Low - Medium)
- Damage: 1
Tech/Armoury
- Processing Power: 102
- DRADIS Range: 4250m (System Process 2000m - 6500m)
- Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
- Hacking Strength: 83% (System Process 0% - 165%)
- Jump Range: 4800m (System Process 1200m - 8400m)
- Centurion Armour: 30 (System Process 0 - 60)
- Centurion Strength: 131 (System Process 75 - 188)
Squadrons/Hangar
1x Squadron slot
- +8 Evade (System Process 0 - 15)
- 6 Second launch delay (System Process 7s - 4s)
- 75% Squadron repair (System Process 0% - 150%)
Special abilities
Hack - The Phobos can hack targets in range, which will do direct subsystem damage after breaking through the target's firewall.
Tactical Jump - The Phobos can make a tactical jump during combat allowing it to quickly FTL jump to any location within a moderate range, where it will take a standard move from that position. Tactical Jump takes a quarter of the turn to engage, and has a 4 turn cooldown.
MP/Skrimish Note: When playing the "Propaganda" game mode, Cylon FTL-capable ships begin the match with their FTL drives on standard cooldown as if they had immediately used their jump drives at the start of the game, to prevent jumping turn 1 and capturing points.