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(Added official description.)
(Added information on Cylon Basestar from previous guides)
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The predecessor to the Cylon Basestars of the TV series, the Cerberus is a dedicated carrier with four squadrons. The support slot supports Heavy Raiders, Wardrivers, Scorpions, and Vespids. It also has a multitude of heavy guns, giving it teeth against large enemies.  
The predecessor to the Cylon Basestars of the TV series, the Cerberus is a dedicated carrier with four squadrons. The support slot supports Heavy Raiders, Wardrivers, Scorpions, and Vespids. It also has a multitude of heavy guns, giving it teeth against large enemies. While it carries no missiles, the Cerberus has the heaviest gun armament of all the major Cylon capital ships.


'''Campaign:''' Despite its imposing appearance, the biggest threat the Cerberus has is its fighter wing. Its heavy guns can lend supporting fire to your battlestars, but it doesn't have enough of them to do meaningful damage on its own. Its large raider complement is its main weapon. Flak, Adamants, Vipers, and Debris Mines can be used to counter them. The ship itself can then be focused down with heavy gunfire from Artemis, Minerva, and Jupiter class battlestars.
'''Campaign:''' Despite its imposing appearance, the biggest threat the Cerberus has is its fighter wing. Flak, Adamants, Vipers, and Debris Mines can be used to counter them. The ship itself can then be focused down with heavy gunfire from Artemis, Minerva, and Jupiter class battlestars. While it has a number of large guns, it doesn't have enough of them to deal damage to a battlestar on its own.


'''Multiplayer:''' The cornerstone of Cylon carrier fleets. Keep this ship close to the fight and get its six heavy guns working, but keep it away from concentrated fire as it doesn't have the same armour as the Atlas class.  
'''Multiplayer:''' The cornerstone of Cylon carrier fleets. Keep this ship close to the fight and get its six heavy guns working, but keep it away from concentrated fire as it doesn't have the same armour as the Atlas class.  
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===Basestar===
===Basestar===
{{BSG unit 1
{{BSG unit 1
|image=
|image=[[File:BSG-CylonBasestar.png|250px|Cylon Basestar]]
|fleetpts=
|fleetpts=1150
|buildcost=XXXX (XXXX rushed)
|ftlcooldown=3 turns
|ftlcooldown=XXXX turns
|sizeclass=4
|buildtime=XXXX turns
|dradis=3.5 km
|sizeclass=
|firewall=4.7/sec
|dradis=XXXX km
|hangarslots=2 normal<br />1 support
|firewall=XXXX/
|squadevasion=8
|hangarslots=
|squadrepair=75%
|squadevasion=
|centurions=175
|squadrepair=
|speed=50 m/s
|marines=
|turnrate=48
|speed=XXXX m/s
|turnrate=
|vet1=
|vet1=
|vet2=
|vet3=
}}
}}
The Cylon Basestar is a low-cost, well balanced command vessel. The basestar's primary attack will be with its two missile slots and its large fighter wing, as its heavy guns are too few to deal reasonable damage. Its armour is only average and is almost incapable of moving, but its quick turn speed lets it spin around and expose multiple different facings to the enemy. This is helped by its sets of 360 degree turrets.


'''Campaign:''' Basestars are encountered only close to the end of the game, by which point you will have access to Artemis class battlestars to deal with them. Basestars cannot withstand concentrated gunfire from battlestar artillery. Their slow speed also makes them easy to hit with torpedoes, even without a DRADIS lock.
'''Multiplayer:''' While not all Cylon fleets will use basestars, they nonetheless can fulfill either a carrier or missile role in the fleet. Take advantage of the basestar's high turn speed and well-balanced armour to constantly expose a fresh facing to the enemy. Basestars should have a plan for countering torpedoes, as most opponents will notice the immobility of one of your ships and target it from a distance.
'''Official Description:''' ''The basestar is the core of the Cylon fleet. Even without the pace and armour plating of a battlestar, these command ships carry the destructive potential to annihilate entire fleets within minutes.''
{{BSG unit 2
{{BSG unit 2
|hull=
|hull=200
|leftarm=
|leftarm=60
|leftsub=
|leftsub=Hangar
|rightarm=
|rightarm=60
|rightsub=
|rightsub=Hangar
|frontarm=
|frontarm=60
|frontsub=
|frontsub=Nav.
|reararm=
|reararm=60
|rearsub=
|rearsub=Fire Ctrl
|dorsalarm=
|dorsalarm=60
|dorsalsub=
|dorsalsub=Arm.
|ventralarm=
|ventralarm=45
|ventralsub=
|ventralsub=Tech Bay
|damagered=
|damagered=15
|munitions=
|munitions=2
|salvo=
|salvo=80
|reload=
|reload=3
|gun1=
|gun1=Heavy Turret x2
|gun1note=
|gun1note=Top, arcs up
|gun2=Heavy Turret x2
|gun2note=Bottom, arcs down
}}
}}
{{-}}
{{-}}

Revision as of 20:32, 29 February 2020

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.

Munitions Reload Times

The reload times for munitions include the turn the weapon is fired. For example, if a munitions slot has a four turn reload:

  • Turn 1: Missiles fired
  • Turn 2-4: Missiles reloading
  • Turn 5: Missile ready to fire.

Base Game

Nemesis Class

Nemesis Class Corvette
Strategic
Fleet Points450
FTL Cooldown3 turns
Navigation
Speed200 m/s
Turn Rate96°/turn
Size Class2
Tech Bay/Armoury
Centurion Strength88
DRADIS Range5.4 km
Firewall Regen4.7/sec
Hacking Strength75%

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
HullDamage Reduction
4515
FrontLeftRightRearTopBottom
Fire Ctrl30Arm.20Arm.20Nav.20Tech Bay20Engr.15
Fire Control
Munitions Slots: 180% salvo size4 turn reload
Light Turret x1Forward, arcs up/down

Talon Class

Talon Class Carrier
Strategic
Fleet Points650
FTL Cooldown3 turns
Navigation
Speed160 m/s
Turn Rate42°/turn
Size Class3
Hangar
Hangar Slots1
Squad Evasion12
Squad Repair75%
Tech Bay/Armoury
Centurion Strength88
DRADIS Range4.65 km
Firewall Regen4.7/sec

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
HullDamage Reduction
7017
FrontLeftRightRearTopBottom
Hangar20Arm.70Tech Bay70Nav.20Fire Ctrl70Engr.70
Fire Control
Light Turret x3Left side, arcs up
Light Turret x3Right side, arcs up
Light Turret x2Top, arcs up

Revenant Class

Revenant Class Gunship
Strategic
Fleet Points850
FTL Cooldown3 turns
Navigation
Speed145 m/s
Turn Rate42°/turn
Size Class3
Tech Bay/Armoury
Centurion Strength131
DRADIS Range3.875 km
Firewall Regen4.7/sec

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. It is similar to, but weaker than, the Colonial Minotaur class.

Revenants are also known for their faster than average subsystem repair rate of 95%. While not a match for the Colonials, Revenants have the best subsystem repair rate of all Cylon vessels.

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
HullDamage Reduction
9015
FrontLeftRightRearTopBottom
Engr.75Arm.45Arm.45Nav.45Tech Bay60Fire Ctrl45
Fire Control
Light Turret x6Left side, arcs up
Light Turret x6Right side, arcs up
Heavy Turret x1Forward, arcs down
Heavy Turret x4Top, arcs up
Heavy Turret x4Bottom, arcs down

Arachne Class

Arachne Class Cruiser
Strategic
Fleet Points950
FTL Cooldown3 turns
Navigation
Speed125 m/s
Turn Rate60°/turn
Size Class3
Hangar
Hangar Slots1
Squad Evasion8
Squad Repair75
Tech Bay/Armoury
Centurion Strength131
DRADIS Range3.875 km
Firewall Regen4.7/sec

Despite its official description, the Arachne behaves more like an improved version of the Adamant class than a frontline battlestar. The Arachne is equipped with a fast-firing missile slot, a solid suite of guns, and a single hangar slot. The hangar slot is rather sub-par, however, with a Squad Evasion stat of 8. It lacks the firepower of the Revenant and is overall a rather average ship on its own, but works well at filling gaps in a Cylon fleet.

Campaign: The Arachne's biggest weakness is its lack of ventral firepower. While its forward guns have some arc downwards, the majority of its weapons are on its back and can be avoided by getting below it. The Arachne is helpless to ships beneath it and to its side.

Multiplayer: Arachnes are notorious for their lack of belly weapons, so expect enemy vessels to dive when they identify your Arachnes and Revenants. A catch-all vessel, bringing an Arachne to support the core of your fleet is always a good idea.

Official Description: The Arachne carrier is the closest counterpart Cylon Command has to the Colonial battlestar design. Equipped with broadside hangars and missile tubes, this warship is a deadly combination of cruiser and carrier with the maneuverability of a light assault ship.

Engineering
HullDamage Reduction
11015
FrontLeftRightRearTopBottom
Arm.60Hangar45Hangar45Nav.45Fire Ctrl60Engr.45
Fire Control
Munitions Slots: 180% salvo size2 turn reload
Medium Turret x2Front, arcs down
Medium Turret x3Top, arcs up

Cerberus Class

Cerberus Class Carrier
Strategic
Fleet Points1100
FTL Cooldown3 turns
Navigation
Speed60 m/s
Turn Rate36°/turn
Size Class4
Hangar
Hangar Slots3 normal
1 support
Squad Evasion15
Squad Repair90%
Tech Bay/Armoury
Centurion Strength175
DRADIS Range3.1 km
Firewall Regen4.7/sec

The predecessor to the Cylon Basestars of the TV series, the Cerberus is a dedicated carrier with four squadrons. The support slot supports Heavy Raiders, Wardrivers, Scorpions, and Vespids. It also has a multitude of heavy guns, giving it teeth against large enemies. While it carries no missiles, the Cerberus has the heaviest gun armament of all the major Cylon capital ships.

Campaign: Despite its imposing appearance, the biggest threat the Cerberus has is its fighter wing. Flak, Adamants, Vipers, and Debris Mines can be used to counter them. The ship itself can then be focused down with heavy gunfire from Artemis, Minerva, and Jupiter class battlestars. While it has a number of large guns, it doesn't have enough of them to deal damage to a battlestar on its own.

Multiplayer: The cornerstone of Cylon carrier fleets. Keep this ship close to the fight and get its six heavy guns working, but keep it away from concentrated fire as it doesn't have the same armour as the Atlas class.

Official Description: A supercarrier by Colonial standards, the Cerberus is the mainstay of Cylon assault forces. With greater hangar capacity than any other warship, and hull plating to rival a battlestar, the Cerberus provides an imposing tactical presence on any battlefield.

Engineering
HullDamage Reduction
15015%
FrontLeftRightRearTopBottom
Arm.75Tech Bay75Engr.75Nav.75Fire Ctrl75Hangar60
Fire Control
Heavy Turret x3Top, arcs up
Heavy Turret x3Bottom, arcs down

Basestar

Cylon Basestar
Strategic
Fleet Points1150
FTL Cooldown3 turns
Navigation
Speed50 m/s
Turn Rate48°/turn
Size Class4
Hangar
Hangar Slots2 normal
1 support
Squad Evasion8
Squad Repair75%
Tech Bay/Armoury
Centurion Strength175
DRADIS Range3.5 km
Firewall Regen4.7/sec

The Cylon Basestar is a low-cost, well balanced command vessel. The basestar's primary attack will be with its two missile slots and its large fighter wing, as its heavy guns are too few to deal reasonable damage. Its armour is only average and is almost incapable of moving, but its quick turn speed lets it spin around and expose multiple different facings to the enemy. This is helped by its sets of 360 degree turrets.

Campaign: Basestars are encountered only close to the end of the game, by which point you will have access to Artemis class battlestars to deal with them. Basestars cannot withstand concentrated gunfire from battlestar artillery. Their slow speed also makes them easy to hit with torpedoes, even without a DRADIS lock.

Multiplayer: While not all Cylon fleets will use basestars, they nonetheless can fulfill either a carrier or missile role in the fleet. Take advantage of the basestar's high turn speed and well-balanced armour to constantly expose a fresh facing to the enemy. Basestars should have a plan for countering torpedoes, as most opponents will notice the immobility of one of your ships and target it from a distance.

Official Description: The basestar is the core of the Cylon fleet. Even without the pace and armour plating of a battlestar, these command ships carry the destructive potential to annihilate entire fleets within minutes.

Engineering
HullDamage Reduction
20015
FrontLeftRightRearTopBottom
Nav.60Hangar60Hangar60Fire Ctrl60Arm.60Tech Bay45
Fire Control
Munitions Slots: 280% salvo size3 turn reload
Heavy Turret x2Top, arcs up
Heavy Turret x2Bottom, arcs down

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 CooldownXXXX turns
Navigation
SpeedXXXX m/s
Tech Bay/Armoury
DRADIS RangeXXXX km
Firewall RegenXXXX/sec
Engineering
HullDamage Reduction
FrontLeftRightRearTopBottom