Cylon vessels are generally lighter with fewer hard-hitting ships. Relying more on finesse, hacking, and subterfuge, Cylons can nonetheless be powerful if used properly.
Most Cylon vessels have an 80% subsystem repair rate instead of the Colonial's standard 100%. They rely much more on additional power to Engineering in order to recover from subsystem damage. They also have weaker firewall regen ability than Colonial ships.
Base Game
Nemesis Class
Strategic | |
---|---|
Fleet Points | 450 |
FTL Cooldown | 3 turns |
Navigation | |
Speed | 200 m/s |
Turn Rate | 96°/turn |
Size Class | 2 |
Tech Bay/Armoury | |
Centurion Strength | 88 |
DRADIS Range | 5.4 km |
Firewall Regen | 4.7/sec |
Hacking Strength | 75% |
The Cylon Nemesis corvette is a fragile vessel equipped only with a single forward-mounted gun and extremely light armour. What it lacks in durability, it makes up for speed, hacking ability, and the most potent scouting range in the game.
Campaign: Its small size and fast speed make it a tough target for battlestar artillery. Use guided missiles, Adamants, and Manticores to take them down. Try to destroy the Nemesis before other vessels in the enemy fleet; two or three Nemeses working in tandem will quickly disable your firewalls and deal subsystem damage.
Multiplayer: The Nemesis is the ultimate scout craft. It is both faster and more manoeuvrable than the Colonial Manticore. With maximum power to its tech bay, the Nemesis has over 10 km worth of DRADIS range. It can identify targets as early as the second turn, and is almost always worth bringing. Once the enemy has been scouted, keep your Nemesis away from the main fight and have it contribute via torpedo attacks and long distance hacks.
Official Description: Nemesis tech corvettes are the spearhead of the Cylon electronic warfare strategy. Coupled with long-range missile capabilities and high maneuverability, these light ships are perfect for hit and run tactics that can hamstring larger capitals.
Engineering | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hull | Damage Reduction | ||||||||||
45 | 15 | ||||||||||
Front | Left | Right | Rear | Top | Bottom | ||||||
Fire Ctrl | 30 | Arm. | 20 | Arm. | 20 | Nav. | 20 | Tech Bay | 20 | Engr. | 15 |
Fire Control | |||||||||||
Munitions Slots: 1 | 80% salvo size | 4 turn reload | |||||||||
Light Turret x1 | Forward, arcs up/down |
Talon Class
The Talon Class is a reasonably armoured, if sluggish, light carrier. It is roughly equivalent to the Colonial Berzerk class, though it is stronger defensively.
Campaign: Most likely the second Cylon ship encountered in the campaign after the Nemesis class, dealing with Talons using Manticores and Adamants involves whittling down their armour. With narrow front and rear arcs, and an unaccomodating AI, front and rear shots will be difficult. The numerous light guns make approaching Talons with Manticores using the nose gun difficult. With no belly guns, however, they are helpless to Adamants from below. Once you unlock battlestars, the Talon itself is an easy target.
Multiplayer: With its large size and the guarantee of facing Colonial battlestars, Talons are support ships. Either keep them back and use their squadron slot, or have them act as light fire support for Raiders against Vipers.
Official Description: Talon mini-carriers bear a striking resemblance to obsolete Canceron frigates discarded before the rebellion. The single-bay fore hangar has become a regular sight of the Cylon War, regularly bearing squadrons of prototype radar crafts and electronic warfare fighters.
Engineering | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hull | Damage Reduction | ||||||||||
70 | 17 | ||||||||||
Front | Left | Right | Rear | Top | Bottom | ||||||
Hangar | 20 | Arm. | 70 | Tech Bay | 70 | Nav. | 20 | Fire Ctrl | 70 | Engr. | 70 |
Fire Control | |||||||||||
Light Turret x3 | Left side, arcs up | ||||||||||
Light Turret x3 | Right side, arcs up | ||||||||||
Light Turret x2 | Top, arcs up |
Revenant Class
Strategic | |
---|---|
Fleet Points | 850 |
FTL Cooldown | 3 turns |
Navigation | |
Speed | 145 m/s |
Turn Rate | 42°/turn |
Size Class | 3 |
Tech Bay/Armoury | |
Centurion Strength | 131 |
DRADIS Range | 3.875 km |
Firewall Regen | 4.7/sec |
The Revenant is a pure gunship, similar to the Colonial Minotaur class. With a multitude of light and heavy guns, the Revenant can heavily damage anything it can reach. With several heavy guns underneath, Revenants can even deal with targets below them. It is a good blend of mediocre armour and speed coupled with excellent weapons.
Campaign: A Revenant's excellent firepower is a particular danger to Manticores. Adamants, with their light guns, will have trouble damaging them. The ideal combination is Berzerks to deal damage, and Adamants to soak it up. If you do not have the Reinforcements DLC and the Berzerk, use Adamants equipped with torpedoes to sink them. Once you unlock them, Minotaurs are capable of outgunning Revenants, provided all other factors are equal. The Artemis battlestar can deal with these ships handily, especially once targeted with focus fire.
Multiplayer: As pure gunships, Revenants need to be close to their targets to be able to deal damage. They can stand up to some fire, but will fall apart if not supported by Basestars and the core of your fleet. Revenants will operate on the flanks or in the front supported by missile fire from Basestars.
Official Description: The core hull of the Revenant is stolen from the design of Scorpian gunship captured early in the war. The Revenant uses aggressive turret placements to suppress and dominate opponents with constant barrages of gunfire.
Engineering | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hull | Damage Reduction | ||||||||||
90 | 15 | ||||||||||
Front | Left | Right | Rear | Top | Bottom | ||||||
Engr. | 75 | Arm. | 45 | Arm. | 45 | Nav. | 45 | Tech Bay | 60 | Fire Ctrl | 45 |
Fire Control | |||||||||||
Light Turret x6 | Left side, arcs up | ||||||||||
Light Turret x6 | Right side, arcs up | ||||||||||
Heavy Turret x1 | Forward, arcs down | ||||||||||
Heavy Turret x4 | Top, arcs up | ||||||||||
Heavy Turret x4 | Bottom, arcs down |
Arachne Class
Despite its official description, the Arachne behaves more like an improved version of the Adamant class than a frontline battlestar. With a solid suite of
Campaign:
Multiplayer:
Official Description:
Engineering | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hull | Damage Reduction | ||||||||||
110 | 15 | ||||||||||
Front | Left | Right | Rear | Top | Bottom | ||||||
Arm. | 60 | Hangar | 45 | Hangar | 45 | Nav. | 45 | Fire Ctrl | 60 | Engr. | 45 |
Fire Control | |||||||||||
Munitions Slots: 1 | 80% salvo size | 2 turn reload | |||||||||
Medium Turret x2 | Front, arcs down | ||||||||||
Medium Turret x3 | Top, arcs up |
Cerberus Class
Strategic | |
---|---|
Build Cost | XXXX (XXXX rushed) |
Build Time | XXXX turns |
FTL Cooldown | XXXX turns |
Navigation | |
Speed | XXXX m/s |
Tech Bay/Armoury | |
DRADIS Range | XXXX km |
Firewall Regen | XXXX/ |
Engineering | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hull | Damage Reduction | ||||||||||
Front | Left | Right | Rear | Top | Bottom | ||||||
Basestar
Strategic | |
---|---|
Build Cost | XXXX (XXXX rushed) |
Build Time | XXXX turns |
FTL Cooldown | XXXX turns |
Navigation | |
Speed | XXXX m/s |
Tech Bay/Armoury | |
DRADIS Range | XXXX km |
Firewall Regen | XXXX/ |
Engineering | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hull | Damage Reduction | ||||||||||
Front | Left | Right | Rear | Top | Bottom | ||||||
Reinforcement DLC
Phobos Class
Cerastes Class
Broken Alliance DLC
Hydra Class
Argos Class
Sin & Sacrifice DLC
Gorgon Class
Resurrection DLC
Cratus Class
Ghost Fleet DLC
Medusa Class
Strategic | |
---|---|
FTL Cooldown | XXXX turns |
Navigation | |
Speed | XXXX m/s |
Tech Bay/Armoury | |
DRADIS Range | XXXX km |
Firewall Regen | XXXX/sec |
Engineering | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hull | Damage Reduction | ||||||||||
Front | Left | Right | Rear | Top | Bottom | ||||||