Battlestar Galactica: Deadlock/Miscellaneous Entities

This page outlines the various other map features and hero units otherwise not normally encountered in the game.

Map Effects
In addition to the Cylons, there are various map hazards that players should be aware of. These can be identified by mousing over them.

Asteroids are simply large rocks that serve as obstacles for both missiles and spacecraft. While fighters will automatically fly around these large hazards, careless commanders can fire missile salvos into them, or even crash their own vessels.

Dust Nebulae are swirling clouds of grey particles that prevent targets from either locking on or being locked on. They do not cause damage, but generally mitigate both incoming and outgoing damage.

Ionized Nebulae are purple-pink in appearance. These are significantly more dangerous and cause damage to subsystems and fighter squadrons.

Asteroid Clouds are harmless to large ships, but cause heavy damage to squadrons and block munitions like Colonial flak fields.

Daidalos Mobile Shipyard
This massive shipyard, formerly a part of the Scorpia Fleetyards, detatched from its parent installation and received a jump drive. It is lightly armoured, but has a massive hull pool of 250 points, greater than even the Jupiter class. Daidalos is effectively immune to Raiders and Heavy Raiders, and can even shrug off intermittent missile attacks.

While it has a pair of squadron slots, its sub-par hangar and light armament leaves it vulnerable to anything larger than a single Talon or Nemesis. Basestars can launch missiles at it from outside its gun range.

As losing the Daidalos will cause an immediate mission failure (and opportunity to redo), it is imperative that the Daidalos be protected at all times with a very powerful fleet. Cycle your experienced officers to Daidalos so you can move it around the map to receive the Daidalos bonuses.

Colonial Transport
These small unarmoured and unarmed transport ships are objectives for Skirmish mode, Anabasis, and certain campaign missions. While they are extremely small and difficult to hit, their lack of armour and low hull pool means they are vulnerable to any form of attack - particularly by Raiders.

Keep these vessels close to your fleet, but no so close as to get struck by area of effect attacks. Assign a Viper squadron to defend the transport against missile attacks and Raiders to ensure the transport's safety.

In the Defend Transports scenario in Skirmish mode, players must defend this transport type even when playing with a Cylon fleet.

Official Description: ''A ubiquitous starliner design common throughout most of the Twelve Colonies. The craft is FTL capable, and used by private, commercial, and government institutions. These transports are given the Heavy designation once they are within atmosphere, due to the overall tonnage of the craft compared to other civilian transport classes.''

Colonial Freighter
Significantly larger than the Colonial Transports and even more sluggish, Colonial Freighters serve as the same objectives that must be protected.

Official Description: ''A long-haul freighter, classified for most interstellar shipping requirements. The ship has powerful sublight thrusters, but very little in the way of control handling. Outside of hauling trade commodities between the colonies, the four tiers of cargo storage can also be fitted for shipping dangerous substances, tylium ore, or luxury vehicles.''

Network Satellite
Network Satellites appear in the campaign as objectives that can be captured by remaining within the ring. A friendly network satellite has "Controlled" written above it; an enemy network satellite is "overrun".

When captured, Network Satellites usually provide a passive bonus to a subsystem. This bonus applies only to the ship that captures the satellite. Usually these bonuses are so small and the satellites so out of the way that you shouldn't bother capturing them.

When the enemy captures network satellites, they increase the chances that additional enemy ships will warp in.

In missions in which destroying satellites is the objective, satellites only have roughly 4 hull points, no subsystems, and no defences. They can be destroyed by anything, preferably a fast Viper squadron.