Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

160 ratings
Complete Ship Statistics
By Sir Wagglepuss III
What we have here is a complete listing of all of the ships, support craft and munitions raw statistics in BSG Deadlock compiled into one place for easy access.

The guide will be updated for more accurate numbers as we can get access to them - There's some things I simply don't have access to, like the numerical values for Accuracy or Rate of Fire. If I ever get them, I'll be sure to include them.

Major props to lob for getting everything in one place for armour/weapon stats, it gave me the motivation to get everything together into a guide.
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Basic Overview
Ship statistics have been taken from Skirmish/Campaign/voodoo magic.

Version: 1.5.108 + Reinforcement Pack + Broken Alliance + Anabasis + Sins & Sacrifice + Resurrection + Ghost Fleet Offensive + Armistice + Modern Ships Pack at time of writing.

Values of range and accuracy are given for Neutral Posture for Colonials and default System
Processes for Cylons.

Any postures that are mentioned which are +/- are labelled as +4 being 4 Offensive posture and -4 being 4 Defensive posture.

Turret mounting for forward, left, right and rear cover 90 degree sectors. So a forward mounted gun can hit everything in the forward 90 degree quarter of the ship as well as a little bit above and below by about 20-30 degrees. If it is stated to also be able to shoot down for example, then it can also hit targets reliably about 40-50 degrees below it too. This is important to note, as the weapon arc preview by pressing \ will not show extra angles weapons can fire such as the Manticore's corvette cannon which can fire very far down due to it's physical position on the hull.

Top mounted and bottom mounted weapons cover everything 180 degrees above or below the ship, so they can fire forward, left right and rear pretty reliably too.

Note that munition reload times include the turn they are fired. For example, a Manticore's 4 turn reload would consist of turn 1 firing the missile, turns 2, 3 and 4 reloading the weapon and turn 5 the weapon is available again. Times are noted like this in the guide as that's how the game notes it in the schematics too.
Veterancy
When enabled, all Colonial ships in the main campaigns (Core campaign + Broken Alliance, Sin & Sacrifice, Resurrection) will gain experience from their battles. With enough experience, a ship will gain passive bonuses aimed at making the ship perform it's role even better. The veterancy levels are Experienced (15 exp), Veteran (40 exp) and Elite (80 exp).

Auto-resolving a match gives 3 exp to each ship in the fleet, whilst controlling the battle manually gives a minimum of 4 exp to each ship, with the opportunity for +1 exp on a ship for damaging an enemy capital, and another +1 exp for destroying an enemy capital. This makes for a potential of 6 exp per ship in a fleet when a battle is manually engaged. Note that the Celestra being a non-combat ship will not be able to get the extra +2 exp from damaging or destroying hostiles, however it will still slowly gain experience from tagging along.

Benefits gained from veterancy do not stack with each rank up; when a ship moves from Experienced to Veteran, the new bonuses provided at Veteran will override the ones previously gained from Experienced. Also to note, bonuses are additive in nature, not multiplicative. When a Jupiter gains +3% Damage Reduction, it's innate DR goes from 25% to 28%.

The bonuses from veterancy do stack on top of officer buffs. For example, an Elite Berzerk with +15 Squadron Evade will have this stack on top of the bonuses from a Hanger Officer, which can push Berzerks up to 62.5 Squadron Evade. Adding the Elite bonus on top of this pushes it to 77.5 Squadron Evade, making Hanger Officer Elite Berzerk Viper Mk II's ridiculously difficult to kill. There are a number of combinations that can turn otherwise unassuming fleets into extremely powerful ones. I encourage people to experiment with different combinations of veterancy and officer buffs.
COLONIAL CAPITALS
Manticore (Corvette): 500 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 180 m/s (261 m/s Boost Thruster, 147.6 m/s +/- 4 Posture)
Turn rate: 84 degrees per turn. (58.8 Boost Thruster, 67.2 +/-4 Posture)
Pitch/Yaw rate: 100% (70% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 2

Hull/Armour/Engineering

Hull: 60

Left: 30 (Armoury)
Right: 30 (Armoury)
Front: 45 (Fire Control)
Rear: 30 (Navigation)
Top: 45 (Tech Bay)
Bottom: 30 (Engineering)

20% Damage reduction (16% +4 Posture, 24% -4 Posture)
100% Subsystem Repair (88% +4 Posture, 112% -4 Posture)

Fire Control Systems

1x Munition slot, 4 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% - 4 Posture)

1x Corvette Cannon mounted forwards, which can shoot down.
Range: 5000 (4200-5800)
Rate of fire: Very High
Accuracy: Low (Very Low - Medium)
Damage: 1

2x Light Turret mounted rear, which can shoot up.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.5

Tech/Armoury

DRADIS range:7000m (5740m - 8260m)
Firewall regen: 6.0/s (7.1/s +4 Posture, 4.9/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 100 (82 +4 Posture, 118 -4 Posture)

Veterancy

Level 1 - +10% Max Speed
Level 2 - +20% Max Speed, +5% Turret Accuracy
Level 3 - +30% Max Speed, +10% Turret Accuracy
Celestra (Repairs/Logistics): 550 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 160 m/s
Turn rate: 48 degrees per turn.
Pitch/Yaw rate: 100%

Ship hull size: 2

Hull/Armour/Engineering

Hull: 60

Left: 20 (Armoury)
Right: 20 (Armoury)
Front: 20 (Hangar)
Rear: 20 (Navigation)
Top: 20 (Tech Bay)
Bottom: 20 (Engineering)

20% Damage reduction
100% Subsystem Repair

Fire Control Systems

N/A

Tech/Armoury

DRADIS range: 5000m
Firewall regen: 6.0/s
Marine Armour: 40
Marine Strength: 100

Squadrons/Hangar

No Squadrons are present, but the resupply Raptors are tied to this subsystem

+20 Evade
3 Second launch delay
100% Squadron repair

Veterancy

Level 1 - +2% Damage Reduction, +5% Max Speed
Level 2 - +4% Damage Reduction, +10% Max Speed
Level 3 - +6% Damage Reduction, +15% Max Speed

Special abilities

Restock Munitions - The Celestra carries two munition hardpoints which it can swap out with nearby friendly ships. When the ability is used, a resupply Raptor is launched from the Celestra which flies to the designated target and deposits the Celestra's munition hard point on to the ship whilst taking off the selected hard point. When the Raptor returns, the Celestra's original hardpoint is overwritten by the target's original hardpoint. Note: As of the latest patch, this will now "top up" munitions of the same type, if two of the same are placed on the Celestra.

Deploy Plating - The Celestra carries 400 points worth of armour on board which it can deploy as ablative armour onto a designated target. When the ability is used, a small squadron of drones is deployed to the designated target carrying 40 points of armour, to which they will attach 50 points to the armour facing specified on the designated target. The drones will remain on the armour facing and actively re-apply armour upon taking damage with any remaining points. Once depleted, the drones will return to the Celestra and restock their supply of armour. The drones will return to the designated target and continue to apply ablative armour to the specified armour facing until ordered otherwise. Any ablative armour applied by drones will remain for the duration of the battle or until destroyed, so the user can choose to give fresh deploy plating orders and reinforce multiple facings (or ships) with the knowledge that only the facing which the drones are actively applying armour to will receive automatic ablative armour repairs whilst under fire. Multiple Celestra can reinforce the same armour facing for quicker application and repair of ablative armour, however the +50 armour limit cannot be exceeded on a single armour facing.
Berzerk (Assault Carrier): 650 FP

Navigation

FTL Cooldown: 4 turns.

Speed: 145 m/s (203 m/s Boost Thruster, 118.9 m/s +/- 4 Posture)
Turn rate: 60 degrees per turn. (36 Boost Thruster, 48 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 70

Left: 30 (Armoury)
Right: 30 (Tech Bay)
Front: 40 (Engineering)
Rear: 35 (Navigation)
Top: 30 (Fire Control)
Bottom: 30 (Hangar)

20% Damage reduction (16% +4 Posture, 24% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

5x Medium Turret mounted left.
Range: 5500 (4800-6200)
Rate of fire: Low
Acc: Low (Very Low - Medium)
Damage: 1

5x Medium Turret mounted right.
Range: 5500 (4800-6200)
Rate of fire: Low
Acc: Low (Very Low - Medium)
Damage: 1

Tech/Armoury

DRADIS range: 5000m (4100m - 5900m)
Firewall regen: 6.0/s (4.1/s +4 Posture, 7.1/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 150 (123 +4 Posture, 177 -4 Posture)

Squadrons/Hangar

1x Squadron slot

+50 Evade
3 Second launch delay
100% Squadron repair (80% +4 Posture, 120% -4 Posture)

Veterancy

Level 1 - +5 Squadron Evasion
Level 2 - +10 Squadron Evasion, +5% Turret Accuracy
Level 3 - +15 Squadron Evasion, +10% Turret Accuracy
Adamant (Light Cruiser/Carrier): 750 FP
Navigation

FTL Cooldown: 4 turns.

Speed: 150 m/s (210 m/s Boost Thruster, 123 m/s +/- 4 Posture)
Turn rate: 60 degrees per turn. (36 Boost Thruster, 48 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 80

Left: 60 (Engineering)
Right: 60 (Engineering)
Front: 30 (Hangar)
Rear: 60 (Navigation)
Top: 60 (Fire Control)
Bottom: 60 (Tech Bay)

20% Damage reduction (16% +4 Posture, 24% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

1x Munition slot, 4 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% - 4 Posture)

4x Light Turret mounted left, which can shoot up.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.5

4x Light Turret mounted right, which can shoot up.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.5

Tech/Armoury

DRADIS range: 5000m (4100m -5900m)
Firewall regen: 6.0/s (4.9/s +4 Posture, 7.1/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 100 (82 +4 Posture, 118 -4 Posture)

Squadrons/Hangar

1x Squadron slot

+20 Evade
3 Second launch delay
100% Squadron repair (80% +4 Posture, 120% -4 Posture)

Veterancy

Level 1 - +3% Damage Reduction
Level 2 - +6% Damage Reduction, +5% Turret Accuracy
Level 3 - +10% Damage Reduction, +10% Turret Accuracy
Defender (Support Frigate): 750 FP

Navigation

FTL Cooldown: 5 turns.

Speed: 120 m/s (168 m/s Boost Thruster, 98.4 m/s +/- 4 Posture)
Turn rate: 36 degrees per turn. (21.6 Boost Thruster, 28.8 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 100

Left: 60 (Armoury)
Right: 60 (Tech Bay)
Front: 60 (Engineering)
Rear: 60 (Navigation)
Top: 50 (Fire Control)
Bottom: 40 (Hangar)

20% Damage reduction (16% +4 Posture, 24% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

Turret range: 90% (Defender has inherently low range weapons)

6x Point Defence mounted left.
Range: 4500 (3800-5200)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

6x Point Defence mounted right.
Range: 4500 (3800-5200)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

4x Medium Turret mounted on bottom.
Range: 4500 (3800-5200)
Rate of fire: Low
Accuracy: Low (Very Low - Medium)
Damage: 1

Tech/Armoury

DRADIS range: 3200m (2640m - 3760m)
Firewall regen: 6.0/s (4.9/s +4 Posture, 7.1/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 240 (196 +4 Posture, 284 -4 Posture)
Flak Damage: 100% (84% +4 Posture, 116% -4 Posture)

Squadrons/Hangar

1x Squadron slot

+30 Evade
3 Second launch delay
150% Squadron repair (120% +4 Posture, 180% -4 Posture)

Veterancy

Level 1 - +5% Squadron Evade, +15 Marine Strength
Level 2 - +10% Squadron Evade, +30 Marine Strength, +5 Turret Accuracy
Level 3 - +15% Squadron Evade, +60 Marine Strength, +10 Turret Accuracy

Special abilities

Technical Support - The Defender can deploy a Technical Support Raptor to a friendly ship to increase the strength of a single subsystem on the targeted friendly ship. The subsystem will gain +4 strength, which is roughly the equivalent of an extra +4 beneficial posture to that subsystem. This boost will remain so long as the Technical Support Raptor is docked, and will remain even if the Defender is destroyed. It cannot be assigned to another subsystem if the Defender is destroyed, however. The Defender has only one Technical Support Raptor, if it is destroyed at any point then the Defender will lose the ability to boost friendly subsystems for the remainder of the battle.

Flak - The Defender can deploy a wall of flak left or right of it's hangar pods to destroy any support craft and ordnance in it's area of effect. Flak damage vs fighters is influenced by Armoury stat which can be increased through defensive posture and decreased through offensive posture.

Reinforcements - The Defender can pull away a quarter of it's own marine reserves and send them via Raptor to bolster the Marine Strength of a targeted friendly ship. The quality of the marines is influenced by the Defender's current posture. A Defender has a stock of four Reinforcement Raptors, if any are lost, they cannot be replaced for the remainder of the battle.

Repair Bay - The Defender houses an empty second squadron slot which is explicitly for repairing and rearming the squadrons of other ships in it's fleet. When a friendly squadron uses the recall order, it will be given the option of which ship it would like to return to; either it's parent or any Defender present with an unoccupied repair bay. Defender repair speed can hit up to 180%, being the second fastest repair option in Colonial fleet. Whilst it isn't on par with the Gorgon, it's still a solid repair option. Undamaged squadrons can also recall to a Defender to rearm if they have expended munitions, such as the Raptor, Assault Raptor, and Sweeper.
Minotaur (Heavy Gunship): 900 FP
Navigation

FTL Cooldown: 4 turns.

Speed: 130 m/s (182 m/s Boost Thruster, 106.6 m/s +/- 4 Posture)
Turn rate: 60 degrees per turn. (36 Boost Thruster, 48 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 105

Left: 75 (Armoury)
Right: 75 (Armoury)
Front: 60 (Tech Bay)
Rear: 45 (Navigation)
Top: 60 (Fire Control)
Bottom: 75 (Engineering)

20% Damage reduction (16% +4 Posture, 24% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

Special note - The Minotaur has 105% range and 110% Accuracy at 0 posture, and is reflected in the numbers below.

6x Medium Turret mounted left.
Range: 5250 (4500-6000)
Rate of fire: Low
Accuracy: Medium (Low - Medium)
Damage: 1

6x Medium Turret mounted right.
Range: 5250 (4500-6000)
Rate of fire: Low
Accuracy: Medium (Low - Medium)
Damage: 1

2x Heavy Turret mounted front, which can shoot up.
Range: 5250 (4500-6000)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

6x Heavy Turret mounted on top.
Range: 5250 (4500-6000)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

6x Heavy Turret mounted on bottom.
Range: 5250 (4500-6000)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

Tech/Armoury

DRADIS range: 5000m (4100m - 5900m)
Firewall regen: 6.0/s (4.9/s +4 Posture, 7.1/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 150 (135 +4 Posture, 165 -4 Posture)

Veterancy

Level 1 - +5% Turret Accuracy
Level 2 - +10% Turret Accuracy, +15% Yaw Control
Level 3 - +15% Turret Accuracy, +35% Yaw Control
Janus (Armoured Missile Cruiser): 950 FP
Navigation

FTL Cooldown: 4 turns.

Speed: 100 m/s (140 m/s Boost Thruster, 82 m/s +/- 4 Posture)
Turn rate: 42 degrees per turn. (25.2 Boost Thruster, 33.6 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 95

Left: 95 (Tech Bay)
Right: 95 (Tech Bay)
Front: 95 (Armoury)
Rear: 80 (Navigation)
Top: 80 (Fire Control)
Bottom: 80 (Engineering)

20% Damage reduction (18% +4 Posture, 22% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

3x Munition slots, 4 turn cooldown.
Munition salvo size: 120% (136% +4 Posture, 104% - 4 Posture)

2x Medium Turret mounted forwards, which can shoot down.
Range: 5000 (4200-5800)
Rate of fire: Low
Accuracy: Low (Low - Low)
Damage: 1

3x Heavy Turret mounted on bottom.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Very Low)
Damage: 3

Tech/Armoury

DRADIS range: 4000m (3280m - 4720m)
Firewall regen: 5.0/s (4.1/s +4 Posture, 5.9/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 135 (114 +4 Posture, 156 -4 Posture)

Veterancy

Level 1 - +3% Damage Reduction
Level 2 - +6% Damage Reduction, +10% Munition Salvo Size
Level 3 - +10% Damage Reduction, +20% Munition Salvo Size
Orion (Stealth Frigate): 950 FP

Navigation

FTL Cooldown: 4 turns.

Speed: 175 m/s (245 m/s Boost Thruster, 143.5 m/s +/- 4 Posture)
Turn rate: 78 degrees per turn. (54.6 Boost Thruster, 62.4 +/-4 Posture)
Pitch/Yaw rate: 100% (70% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 2

Hull/Armour/Engineering

Hull: 80

Left: 30 (Engineering)
Right: 30 (Engineering)
Front: 50 (Fire Control)
Rear: 40 (Navigation)
Top: 40 (Armoury)
Bottom: 40 (Tech Bay)

18% Damage reduction (14% +4 Posture, 22% -4 Posture)
100% Subsystem Repair (88% +4 Posture, 112% -4 Posture)

Fire Control Systems

1x Munition slot, 4 turn cooldown.
Munition salvo size: 150% (176% +4 Posture, 124% -4 Posture)

6x Light Turret mounted on top.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.5

Tech/Armoury

DRADIS range: 5500m (4510m - 6490m)
Firewall regen: 6.0/s (4.9/s +4 Posture, 7.1/s -4 Posture)
Battery drain rate: 1.68/s (2.28/s +4 Posture, 1.25/s -4 Posture)
Battery recharge rate: 2.0/s (1.7/s +4 Posture, 2.3/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 100 (82 +4 Posture, 118 -4 Posture)

Squadrons/Hangar

1x Squadron slot

+18 Evade
3 Second launch delay
100% Squadron repair (80% +4 Posture, 120% -4 Posture)

Veterancy

Level 1 - +10% Max Distance
Level 2 - +20% Max Distance, +15% Yaw Control
Level 3 - +30% Max Distance, +35% Yaw Control

Special abilities

Stealth - The Orion enters battle with it's stealth mode online. Whilst the ability is online, the Orion cannot be seen on the map until it enters the DRADIS range of a hostile ship. So long as the Orion stays out of the range of enemy DRADIS and the stealth remains online, the enemy should be unaware of it's existence (Barring application of common sense vs a human player). The Orion cannot fire it's weapons, launch munitions, or launch squadrons whilst the stealth is online. When the Orion has been identified by hostile DRADIS, the stealth mode still provides benefits. No ship mounted weapons can focus fire on the Orion and no guided munitions can target the Orion, leaving only unguided munitions such as torpedoes and squadrons that can intentionally target the Orion. Any ship mounted weapon that auto-fires at the Orion will do so at an accuracy penalty, similar to firing upon an unidentified target. Disabling the Orion's stealth allows the ship to immediately launch munitions the same turn that the stealth is going down, note however that the stealth is placed on cooldown for a turn before it can be activated again, potentially leaving the Orion vulnerable for a short time. Finally, activating the Orion's stealth will temporarily break the lock of any incoming guided munitions. When the stealth goes down, the missiles will re-acquire their lock and turn back on the Orion.

High yield salvoes - The Orion has an extremely high munition salvo size, being 150% default and 176% at +4 posture. Offensive munitions such as Guided Missiles, Armour Piercers, and Torpedoes will see an unusually high impact when deployed from the Orion. Utility munitions such as PCM's and Mines will not be able to take advantage of this due to only firing 1 munition per salvo, and should be kept in mind when loading out the Orion.

Tactical notes - Many ship mounted weapons default to targeting the closest target which allows a fighter screen to sit between the Orion and a hostile target, preventing the Orion from taking fire. When dealing with Orions, manually setting turrets on ships to prefer Capital targets can get around this, though they will still be firing at a large accuracy penalty due to the stealth and lack of focus fire. Also, docked Raptor squadrons such as Raptors for Firewall protection, or Defender Technical Support Raptors for subsystem boosts are visible even whilst the stealth is online. Docking them whilst the Orion is not in hostile DRADIS range will effectively telegraph the Orion's position to the enemy.

Battery note - The Battery capacity is 100, which drains at a constant rate per the "Battery drain rate" stat whilst stealth is online, and recharges at a constant rate per the "Battery recharge rate" whilst stealth is offline. The battery does not recharge whilst online.
Ranger (Fast Missile Boat): 950 FP
Navigation

FTL Cooldown: 4 turns.

Speed: 135 m/s (189 m/s Boost Thruster, 110.7 m/s +/- 4 Posture)
Turn rate: 72 degrees per turn. (43.2 Boost Thruster, 57.6 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 90

Left: 45 (Armoury)
Right: 45 (Armoury)
Front: 60 (Fire Control)
Rear: 45 (Navigation)
Top: 60 (Engineering)
Bottom: 45 (Tech Bay)

20% Damage reduction (16% +4 Posture, 24% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

2x Munition slots, 2 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% - 4 Posture)

4x Medium Turret mounted left.
Range: 5000 (4200-5800)
Rate of fire: Low
Accuracy: Low (Very Low - Medium)
Damage: 1

4x Medium Turret mounted right.
Range: 5000 (4200-5800)
Rate of fire: Low
Accuracy: Low (Very Low - Medium)
Damage: 1

2x Heavy Turret mounted front, which can shoot down.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

2x Medium Turret mounted on bottom.
Range: 5000 (4200-5800)
Rate of fire: Low
Accuracy: Low (Very Low - Medium)
Damage: 1

Tech/Armoury

DRADIS range: 5000m (4100m -5900m)
Firewall regen: 6.0/s (4.9/s +4 Posture, 7.1/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 150 (123 +4 Posture, 177 -4 Posture)

Veterancy

Level 1 - +10% Munition Salvo Size
Level 2 - +20% Munition Salvo Size, +10% Max Speed
Level 3 - +30% Munition Salvo Size, +20% Max Speed
Atlas (Praised Be The Brick!): 1100 FP
Navigation

FTL Cooldown: 4 turns.

Speed: 85 m/s (119 m/s Boost Thruster, 71.4 m/s +/- 4 Posture)
Turn rate: 36 degrees per turn. (21.6 Boost Thruster, 30.24 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 84% +/- 4 Posture)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 135

Left: 120 (Tech Bay)
Right: 120 (Fire Control)
Front: 80 (Hangar)
Rear: 80 (Navigation)
Top: 140 (Armoury)
Bottom: 120 (Engineering)

20% Damage reduction (18% +4 Posture, 22% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

3x Heavy Turret mounted left, which can shoot up.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

3x Heavy Turret mounted right, which can shoot up.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

2x Medium Turret mounted on top.
Range: 5000 (4200-5800)
Rate of fire: Low
Accuracy: Low (Very Low - Medium)
Damage: 1

2x Medium Turret mounted on bottom.
Range: 5000 (4200-5800)
Rate of fire: Low
Accuracy: Low (Very Low - Medium)
Damage: 1

Tech/Armoury

DRADIS range: 4000m (3280m - 4720m)
Firewall regen: 6.0/s (4.9/s +4 Posture, 7.1/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 200 (164 +4 Posture, 236 -4 Posture)

Squadrons/Hangar

2x Squadron slots, 1x Support slot (Raptor, Sweeper, ARP only)

+35 Evade
3 Second launch delay
110% Squadron repair (88% +4 Posture, 132% -4 Posture)

Veterancy

Level 1 - +20% Squadron Repair
Level 2 - +40% Squadron Repair, +3% Damage Reduction
Level 3 - +65% Squadron Repair, +6% Damage Reduction
Heracles (Heavy Cruiser): 1250 FP

Navigation

FTL Cooldown: 4 turns.

Speed: 115 m/s (168 m/s Boost Thruster, 98.4 m/s +/- 4 Posture)
Turn rate: 48 degrees per turn. (19.2 Boost Thruster, 38.4 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 120

Left: 60 (Armoury)
Right: 60 (Armoury)
Front: 120 (Tech Bay)
Rear: 80 (Navigation)
Top: 100 (Fire Control)
Bottom: 100 (Engineering)

25% Damage reduction (20% +4 Posture, 30% -4 Posture)
80% Subsystem Repair (68% +4 Posture, 92% -4 Posture)

Fire Control Systems

10x Point Defence mounted left.
Range: 5250 (4500-6000)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

10x Point Defence mounted right.
Range: 5250 (4500-6000)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

3x Heavy Turret mounted forward, which can shoot down.
Range: 5250 (4500-6000)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

8x Heavy Turret mounted on top.
Range: 5250 (4500-6000)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

8x Heavy Turret mounted on bottom.
Range: 5250 (4500-6000)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

Tech/Armoury

DRADIS range: 4000m (3280m - 4720m)
Firewall regen: 4.8/s (4/s +4 Posture, 5.6/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 200 (180 +4 Posture, 220 -4 Posture)
Flak Damage: 100% (84% +4 Posture, 116% -4 Posture)

Veterancy

Level 1 - +3% Damage Reduction
Level 2 - +6% Damage Reduction, +5% Turret Accuracy
Level 3 - +10% Damage Reduction, +10% Turret Accuracy

Special abilities

Flak - The Heracles can deploy a wall of flak left or right of it's Point Defence to destroy any support craft and ordnance in it's area of effect. Flak damage vs fighters is influenced by Armoury stat which can be increased through defensive posture and decreased through offensive posture.
Valkyrie (Modern Line Battlestar): 1300 FP
Navigation

FTL Cooldown: N/A

Speed: 150 m/s (210 m/s Boost Thruster, 123 m/s +/- 4 Posture)
Turn rate: 60 degrees per turn. (36 Boost Thruster, 48 +/-4 Posture)
Pitch/Yaw rate: 100% (60% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 100

Left: 60 (Hangar)
Right: 60 (Hangar)
Front: 80 (Fire Control)
Rear: 45 (Navigation)
Top: 60 (Engineering)
Bottom: 30 (Tech Bay)

25% Damage reduction (20% +4 Posture, 30% -4 Posture)
100% Subsystem Repair (80% +4 Posture, 120% -4 Posture)

Fire Control Systems

1x Munition slot, 3 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% -4 Posture)

8x Point Defence mounted left.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

8x Point Defence mounted right.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

6x Heavy Turret mounted on top.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

2x Heavy Turret mounted on bottom.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

Tech/Armoury

DRADIS range: 6000m (4900m - 7100m)
Firewall regen: 6.0/s (4.9/s +4 Posture, 7.1/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 150 (123 +4 Posture, 177 -4 Posture)
Flak Damage: 100% (84% +4 Posture, 116% -4 Posture)

Squadrons/Hangar

1x Squadron slot (Includes Viper Mk VII)

+15 Evade
3 Second launch delay
100% Squadron repair (80% +4 Posture, 120% -4 Posture)

Veterancy

N/A - The Valkyrie cannot be used in the main campaign and as such as no veterancy to gain.

Special abilities

Flak - The Valkyrie can deploy a wall of flak left or right of it's hangar pods to destroy any support craft and ordnance in it's area of effect. Flak damage vs fighters is influenced by Armoury stat which can be increased through defensive posture and decreased through offensive posture.
Artemis (Battlestar): 1550 FP
Navigation

FTL Cooldown: 4 turns.

Speed: 120 m/s (168 m/s Boost Thruster, 98.4 m/s +/- 4 Posture)
Turn rate: 60 degrees per turn. (36 Boost Thruster, 48 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 120

Left: 80 (Hangar)
Right: 80 (Hangar)
Front: 80 (Armoury)
Rear: 60 (Navigation)
Top: 70 (Fire Control)
Bottom: 70 (Engineering)

25% Damage reduction (20% +4 Posture, 30% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

1x Munition slot, 3 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% - 4 Posture)

8x Point Defence mounted left.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

8x Point Defence mounted right.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

2x Heavy Turret mounted forward, which can shoot down.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

8x Battlestar Artillery mounted on top.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

2x Heavy Turret mounted on bottom.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 3

Tech/Armoury

DRADIS range: 5000m (4100m - 5900m)
Firewall regen: 5.0/s (4.1/s +4 Posture, 5.9/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 150 (123 +4 Posture, 177 -4 Posture)
Flak Damage: 100% (84% +4 Posture, 116% -4 Posture)

Squadrons/Hangar

2x Squadron slots

+20 Evade
3 Second launch delay
100% Squadron repair (80% +4 Posture, 121% -4 Posture)

Veterancy

Level 1 - +3% Damage Reduction
Level 2 - +6% Damage Reduction, +10% Max Speed
Level 3 - +10% Damage Reduction, +20% Max Speed

Special abilities

Flak - The Artemis can deploy a wall of flak left or right of it's hangar pods to destroy any support craft and ordnance in it's area of effect. Flak damage vs fighters is influenced by Armoury stat which can be increased through defensive posture and decreased through offensive posture.
Minerva (Assault Battlestar): 1850 FP
Navigation

FTL Cooldown: 4 turns.

Speed: 125 m/s (175 m/s Boost Thruster, 102.5 m/s +/- 4 Posture)
Turn rate: 60 degrees per turn. (36 Boost Thruster, 48 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 135

Left: 60 (Hangar)
Right: 60 (Hangar)
Front: 60 (Armoury)
Rear: 45 (Navigation)
Top: 45 (Engineering)
Bottom: 60 (Fire Control)

22% Damage reduction (18% +4 Posture, 26% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

2x Munition slot, 3 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% - 4 Posture)

11x Point Defence mounted left.
Range: 5500 (4600-6400)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

11x Point Defence mounted right.
Range: 5500 (4600-6400)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

2x Battlestar Artillery mounted forward.
Range: 5500 (4600-6400)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

8x Battlestar Artillery mounted on top.
Range: 5500 (4600-6400)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

5x Heavy Turret mounted on bottom.
Range: 5500 (4600-6400)
Rate of fire: Very Low
Accuracy: Low (Very Low - Low)
Damage: 3

4x Medium Turret mounted rear.
Range: 5500 (4600-6400)
Rate of fire: Low
Accuracy: Low (Low - Medium)
Damage: 1

Tech/Armoury

DRADIS range: 4000m (3280m - 4720m)
Firewall regen: 6.0/s (4.9/s +4 Posture, 7.1/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 150 (123 +4 Posture, 177 -4 Posture)
Flak Damage: 90% (76% +4 Posture, 104% -4 Posture)

Squadrons/Hangar

2x Squadron slots

+15 Evade
3 Second launch delay
100% Squadron repair (80% +4 Posture, 120% -4 Posture)

Veterancy

Level 1 - +10% Yaw Control, +15 Marine Strength
Level 2 - +25% Yaw Control, +30 Marine Strength, +5% Turret Accuracy
Level 3 - +50% Yaw Control, +60 Marine Strength, +10% Turret Accuracy

Special abilities

Flak - The Minerva can deploy a wall of flak left or right of it's hangar pods to destroy any support craft and ordnance in it's area of effect. Flak damage vs fighters is influenced by Armoury stat which can be increased through defensive posture and decreased through offensive posture.
Jupiter (Heavy Battlestar): 2150 FP
Navigation

FTL Cooldown: 4 turns.

Speed: 90 m/s (126 m/s Boost Thruster, 73.8 m/s +/- 4 Posture)
Turn rate: 42 degrees per turn. (25.2 Boost Thruster, 33.6 +/-4 Posture)
Pitch/Yaw rate: 100% (59% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 165

Left: 120 (Hangar)
Right: 120 (Hangar)
Front: 120 (Armoury)
Rear: 60 (Navigation)
Top: 90 (Fire Control)
Bottom: 90 (Engineering)

25% Damage reduction (20% +4 Posture, 30% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

1x Munition slot, 3 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% - 4 Posture)

8x Point Defence mounted left.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

8x Point Defence mounted right.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

2x Battlestar Artillery mounted forward, which can shoot down.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

8x Battlestar Artillery mounted on top.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

6x Battlestar Artillery mounted on bottom.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

Tech/Armoury

DRADIS range: 4000m (3200m - 4800m)
Firewall regen: 7.7/s (6.6/s +4 Posture, 8.8/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 200 (164 +4 Posture, 236 -4 Posture)
Flak Damage: 100% (84% +4 Posture, 116% -4 Posture)

Squadrons/Hangar

2x Squadron slots, 1x Support slot (Raptor, Sweeper, ARP only)

+20 Evade
3 Second launch delay
100% Squadron repair (80% +4 Posture, 120% -4 Posture)

Veterancy

Level 1 - +10 Firewall Strength, +10% Flak Damage
Level 2 - +20 Firewall Strength, +20% Flak Damage, +3% Damage Reduction
Level 3 - +30 Firewall Strength, +30% Flak Damage, +6% Damage Reduction

Special abilities

Flak - The Jupiter can deploy a wall of flak left or right of it's hangar pods to destroy any support craft and ordnance in it's area of effect. Flak damage vs fighters is influenced by Armoury stat which can be increased through defensive posture and decreased through offensive posture.
Jupiter Mk II (Refit Heavy Battlestar): 2500 FP

Navigation

FTL Cooldown: 4 turns.

Speed: 90 m/s (126 m/s Boost Thruster, 73.8 m/s +/- 4 Posture)
Turn rate: 42 degrees per turn. (25.2 Boost Thruster, 33.6 +/-4 Posture)
Pitch/Yaw rate: 100% (40% Boost Thruster, 80% +/- 4 Posture)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 180

Left: 140 (Hangar)
Right: 140 (Hangar)
Front: 140 (Armoury)
Rear: 80 (Navigation)
Top: 100 (Fire Control)
Bottom: 100 (Engineering)

28% Damage reduction (22% +4 Posture, 34% -4 Posture)
100% Subsystem Repair (80% +4 Posture, 120% -4 Posture)

Fire Control Systems

1x Munition slot, 3 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% - 4 Posture)

8x Point Defence mounted left.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

8x Point Defence mounted right.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: Medium (Low - High)
Damage: 0.2

8x Battlestar Artillery mounted forward, which can shoot down.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

8x Battlestar Artillery mounted on top.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

8x Battlestar Artillery mounted on bottom.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

Tech/Armoury

DRADIS range: 4000m (3200m - 4800m)
Firewall regen: 7.7/s (6.6/s +4 Posture, 8.8/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 200 (164 +4 Posture, 236 -4 Posture)
Flak Damage: 100% (84% +4 Posture, 116% -4 Posture)

Squadrons/Hangar

2x Squadron slots, 2x Support slot (Raptor, Sweeper, ARP only)

+20 Evade
3 Second launch delay
100% Squadron repair (80% +4 Posture, 120% -4 Posture)

Veterancy

Level 1 - +10 Firewall Strength, +3% Damage Reduction
Level 2 - +20 Firewall Strength, +6% Damage Reduction, +10% Flak Damage
Level 3 - +40 Firewall Strength, +10% Damage Reduction, +20% Flak Damage

Special abilities

Flak - The Jupiter Mk II can deploy a wall of flak left or right of it's hangar pods to destroy any support craft and ordnance in it's area of effect. Flak damage vs fighters is influenced by Armoury stat which can be increased through defensive posture and decreased through offensive posture.

Heavy Broadside - Whilst not an explicitly documented feature, it is worth noting that changes in turret placement from the Mk I to Mk II Jupiter allow it to comfortably direct both top and bottom Battlestar Artillery on large targets such as Basestars. This is easier to pull off at long range rather than short, due to how the guns depress. Careful management of the ship's position through it's height, and rotation, during turns is required to pull this off consistently.
Mercury (Modern Heavy Battlestar): 2800 FP
Navigation

FTL Cooldown: N/A.

Speed: 90 m/s (126 m/s Boost Thruster, 73.8 m/s +/- 4 Posture)
Turn rate: 40 degrees per turn. (16 Boost Thruster, 32 +/-4 Posture)
Pitch/Yaw rate: 100% (60% Boost Thruster, 80% +/- 4 Posture)

Special note: Whilst the Mercury's speed is on par with the Jupiter variants, it can climb/dive faster than them.

Ship hull size: 5

Hull/Armour/Engineering

Hull: 200

Left: 140 (Hangar)
Right: 140 (Hangar)
Front: 180 (Armoury)
Rear: 100 (Navigation)
Top: 100 (Fire Control)
Bottom: 120 (Engineering)

30% Damage reduction (24% +4 Posture, 36% -4 Posture)
100% Subsystem Repair (84% +4 Posture, 116% -4 Posture)

Fire Control Systems

2x Munition slot, 3 turn cooldown.
Munition salvo size: 100% (116% +4 Posture, 84% -4 Posture)

Special note - The Mercury has 110% Accuracy at 0 posture, and is reflected in the numbers below.

12x Point Defence mounted left.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: High (Low - Very High)
Damage: 0.2

12x Point Defence mounted right.
Range: 5000 (4200-5800)
Rate of fire: High
Accuracy: High (Low - Very High)
Damage: 0.2

10x Battlestar Artillery mounted forward.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

4x Battlestar Artillery mounted on top.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

8x Battlestar Artillery mounted on bottom.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

2x Battlestar Artillery mounted rear.
Range: 5000 (4200-5800)
Rate of fire: Very Low
Accuracy: Very Low (Very Low - Low)
Damage: 6

Tech/Armoury

DRADIS range: 4000m (3280m - 4720m)
Firewall regen: 7.0/s (5.7/s +4 Posture, 8.3/s -4 Posture)
Marine Armour: 40 (32 - 48)
Marine Strength: 200 (164 +4 Posture, 236 -4 Posture)
Flak Damage: 100% (84% +4 Posture, 116% -4 Posture)

Squadrons/Hangar

2x Squadron slots (Includes Viper Mk VII), 2x Support slots (Raptor, Sweeper, ARP only)

+20 Evade
3 Second launch delay
175% Squadron repair (140% +4 Posture, 210% -4 Posture)

Veterancy

N/A - The Mercury cannot be used in the main campaign and as such as no veterancy to gain.

Special abilities

Flak - The Mercury can deploy a wall of flak left or right of it's hangar pods to destroy any support craft and ordnance in it's area of effect. Flak damage vs fighters is influenced by Armoury stat which can be increased through defensive posture and decreased through offensive posture.

Rapid squadron repairs - The Mercury has an extremely high squadron repair speed for a Colonial ship, outpacing the repair speed of even the Defender. Should the opportunity arise, recalled squadrons will be repaired in short order.

Viper Mk VII - Being a modern ship, the Mercury is one of two Colonial ships that can house the Viper Mk VII. Only second war ships can house this powerful interceptor.
COLONIAL SQUADRONS
A few notes on squads:

Squads do not have any kind of turning circle, they can essentially flip on the spot and as such no turning-related stats are to be found with regards to potential manoeuvrability.

After a little testing, it looks like damage is per shot that is fired by the squad. They are just really crappy shots as it turns out.
Viper Mk I (Interceptor): 0 FP
General stats

Squadron size: 10 Craft
Hull points: 40 (4 Hull per craft)
Speed: 320 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.

Missile interception - Viper Mk I's can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. The earlier the order is given the better, as it will take time for Vipers to reach the target ordnance and dispose of it.
Viper Mk II (High Speed Interceptor): 60 FP
General stats

Squadron size: 8 Craft
Hull points: 34 (4.25 Hull per craft)
Speed: 380 m/s
Damage output: 0.4
Weapon range: 2500m
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.

Missile interception - Viper Mk II's can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. The earlier the order is given the better, as it will take time for Vipers to reach the target ordnance and dispose of it.

**Extra note: Viper Mk II's cost 24 Tylium to stock in the campaign, rather than 60 FP.

***Follow up note: As of 1.0.35, Viper Mk II's have had their accuracy increased and are now significantly more combat effective than Viper Mk I's.
Taipan (Heavy Fighter): 60 FP

General stats

Squadron size: 4 Craft
Hull points: 32 (8 Hull per craft)
Speed: 380 m/s
Damage output: 1
Weapon range: 4000m
DRADIS range: 4000m

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.

Missile interception - Taipan's can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. The earlier the order is given the better, as it will take time for Taipans to reach the target ordnance and dispose of it.
Viper Mk VII (Next Generation Interceptor): 120 FP
General stats

Squadron size: 10 Craft
Hull points: 60 (6 Hull per craft)
Speed: 380 m/s
Damage output: 0.45
Weapon range: 2500m
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.

Missile interception - Viper Mk VII's can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. The earlier the order is given the better, as it will take time for Viper Mk VII's to reach the target ordnance and dispose of it.
Raptor (Utility/Strike Craft): 40 FP
General stats

Squadron size: 2 Craft
Hull points: 24 (12 Hull per craft)
Speed: 340 m/s
Damage output: 0.3
Weapon range: 2500m (can fire both forward and rear)
DRADIS range: 4000m
Rocket capacity: 4
Rocket damage: 4 (Or so it appears, after hitting a target with 20-25 damage reduction)

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. As an additional note, Raptors will be restocked with it's 4 rockets upon docking with it's parent ship. This is done immediately, and can be sent back out the following turn.

Bolster Firewall - The Raptor can be ordered to dock at a friendly target to signficantly bolster it's firewall. This will increase the capacity of the ships firewall by 40 points and it does stack, so docking 2 Raptor squads will net 80 points. This needs to be done BEFORE the target is hacked, otherwise it can lead to some... Oddities, if done while a hack is in progress. The kind of oddities that lets the hack just get through because the game thinks your firewall went down because it's starting to regen normally again. It is worth noting that as of 1.0.35, Raptors now provide their bonus whilst they are docked at their parent ship, and a UI element will be displayed on the ship in the lower right corner of the screen whilst the ship is selected.

Board Target - The Raptor can be ordered to board a hostile vessel in order to allow the marines on board to wreak havoc on the enemy ship. Each Raptor has a marine strength of 50 (100 per squad) which will fight the hostiles on board the target vessel. Unlike Heavy Raiders, Raptors do not cause subsystem damage upon boarding, but instead disrupt the subsystems of the target ship so long as friendly marines are still present. Ships which have been boarded by Raptors suffer -15 accuracy, -25% repair speed and Cylon ships will have -20 processing power points. Docking with multiple Raptors will not stack debuffs, but it will increase marine presence. If the marines terminate all hostiles present on the ship, the debuff will remain on the target ship until it is destroyed.

Fire rockets - The Raptor can target a hostile capital ship and let loose 4 unguided rockets at the target. The rockets will be fired as soon as possible after giving the command, so ensure the craft are in a reasonably good position to take their shot as the rockets are slow.

Disarm - An ability introduced with the reinforcement pack, the Raptor can be given the order to disarm any hostile deployed mines nearby. The ability range to target mines is a little over DRADIS range, and the Raptor will fly to the target.

Missile interception - Raptors can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. This really is not recommended with Raptors, but you can stop some of the slower munitions such as guided missiles if you're desperate.

**Extra note: Raptors cost 16 Tylium to stock in the campaign, rather than 40 FP.
Sweeper (Anti Missile Defence): 40 FP
General stats

Squadron size: 2 Craft
Hull points: 24 (12 Hull per craft)
Speed: 340 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. As an additional note, Sweepers will be restocked with it's chaff upon docking with it's parent ship. This is done immediately, and can be sent back out the following turn.

Disarm - An ability introduced with the reinforcement pack, the Sweeper 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 Sweeper will fly to the target.

Missile interception - Sweepers can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. Just like Raptors, this really is not recommended with Sweepers, but you can stop some of the slower munitions such as guided missiles if you're desperate.

Deploy Chaff - The Sweeper can deploy chaff which destroys hostile munitions on contact, whilst allowing your own to pass unhindered. Chaff is deployed on the Sweeper's position and will continue to be deployed in 2.5 second intervals as it moves. It has a stock of 10 chaff, and will deploy 4 per turn along it's movement path. The chaff clouds disperse over time, starting off the size of an Adamant, and becoming fleet-encompassing by the second turn of being up. As of 1.0.35, Sweeper chaff now lasts for 4 turns.

**Extra note: Sweepers cost 12 Tylium to stock in the campaign, rather than 40 FP.
Assault Raptor (Tactical Strike Craft): 60 FP
General stats

Squadron size: 3 Craft
Hull points: 30 (10 Hull per craft)
Speed: 300 m/s
Damage output: 0.3
Weapon range: 2500m (can fire both forward and rear)
DRADIS range: 4000m
Missile capacity: 36
Missile salvo size: 6 per craft (18 assuming full squadron)
Missile damage: 2

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. As an additional note, Assault Raptors will be restocked with it's 36 missiles upon docking with it's parent ship. This is done immediately, and can be sent back out the following turn.

Short Range Missile - The Assault Raptor squadron can target a hostile capital ship and let loose 18 guided missiles at the target. The missiles have a maximum range of 4000m and as such the squadron must be within 4000m of the target to be able to give the command to fire, note that the squadron's DRADIS range is 4km so any hostile capital ships within the DRADIS circle are valid targets. The missiles will be fired as soon as possible after giving the command, so ensure the craft are in position before giving the order. As an additional note, keep in mind that missiles will "fall short" upon reaching 4000m so it's entirely possible to fail to hit fast capitals moving away from the Assault Raptor squadron at max range. Wasted salvoes on these targets can be avoided by moving closer than 4000m before releasing the salvo. Short Range Missiles have a 2 turn reload.

Paint Target - The Assault Raptor squadron can light up any target in range, including other squadrons, with a laser painter which increases friendly unit accuracy against that target. This order can be given at any point and the target will remain painted so long as the Assault Raptor remains in range. The paint target ability range is roughly as large as the Assault Raptor's DRADIS range of 4000m, and can be useful in allowing Colonial captial ships to hit the more agile Cylon captials such as the Nemesis and Cerastes reliably.

Missile interception - Assault Raptors can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. This really is not recommended with Assault Raptors, but you can stop some of the slower munitions such as guided missiles if you're desperate.

**Extra note: Assault Raptors cost 24 Tylium to stock in the campaign, rather than 60 FP.
COLONIAL MUNITIONS
Notes on munitions:

Friendly missiles WILL cause damage to friendly targets, so be mindful of your angles when you fire and where the missiles emerge from on the craft. For example, Manticore guided missiles fire out of the left and right side of the tip of the nose, arcing out to the sides as they launch before heading to the target. Therefore, having a friendly ship directly left or right of the Manticore is not advised when about to fire a salvo.

Friendly missiles WILL be destroyed by your own flak. You'll have to bring down the wall to send out your own munitions, and also for the munitions of any friendly craft behind the wall too. Paying careful attention to enemy cooldown timers will allow you to protect yourself whilst still throwing out your own ordnance.
Guided Missile: 0 FP
General stats

Speed: 500 m/s
Range: 100,000m
Firing delay: 2s
Magazine stack: 40
Salvo size: 4

Guidance: Target
Hull damage: 6
Armour damage: 6

Special notes

Due to the Guided Missile being target-locked, you must have a DRADIS lock on the target before you can fire. However, once you've ID'd a target with DRADIS, you can fire on the target at any point - There's no need to keep a ship or squadron in DRADIS range at that point.

Guided Missiles travel 5000m - 6000m in a single turn (Launch time, turning, etc), if you're within 6000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
Torpedo: 60 FP
General stats

Speed: 1000 m/s
Range: 100,000m
Firing delay: 0.5s
Magazine stack: 100
Salvo size: 10

Guidance: Unguided
Hull damage: 4
Armour damage: 4

Special notes

Due to the Torpedo being unguided, you do not need a DRADIS lock before firing. If you wish, you can unload a salvo immediately on the first turn, but until a target is moving don't expect to hit anything at range as Torpedoes are fired with lead, aimed at where the ship is predicted to be on it's current course. Vertical movement in particular throws off Torpedoes so they are best employed at close range, on slow/large targets, or packed fleet formations where quick vertical movements are not possible.

Torpedoes travel 10000m - 11000m in a single turn (Launch time, turning, etc), if you're within 11000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
PCM: 20 FP
General stats

Speed: 450 m/s
Range: 10,000m
Firing delay: 1s
Magazine stack: 16
Salvo size: 1

Explosion Range: 2500m

Guidance: Sentry
Hull damage: N/A
Armour damage: N/A

Special notes

The PCM is unique in how it behaves compared to the other missiles. When fired, the PCM travels in a straight line towards the location you set to it. If the PCM comes into contact with any hostile ordnance along the way it will detonate, destroying itself and a large chunk of ordnance around it. If it does not come into contact with hostile ordnance on the way to the target position, it will reach it's spot and sit there like a mine until hostile ordnance comes into detonation distance.

Note that the explosion will only destroy missiles caught in the blast, and will not do anything for ordnance coming afterwards in the way that Sweeper chaff will. PCM's are exceptional at countering hostile Nukes in MP.
Nuke: 120 FP
General stats

Speed: 400 m/s
Range: 60,000m
Firing delay: 5s
Magazine stack: 1
Salvo size: 1
Missile hull: 4 (Nukes are unique in that they are the only munition with a hull stat, and take 10-14 shots from a squadron to be shot down)

Guidance: Target
Hull damage: 160
Armour damage: 160
Subsystem damage: 15
Area of Effect range: 2500m

Special notes

Due to the Nuke being target-locked, you must have a DRADIS lock on the target before you can fire. However, once you've ID'd a target with DRADIS, you can fire on the target at any point - There's no need to keep a ship or squadron in DRADIS range at that point.

Nukes have considerable blast radius, be mindful of firing them in close quarters or when friendly squadrons are engaged over the target. You can easily deal severe damage to multiple ships in a tightly packed formation, though damage drops off the further a target is from the explosion.

Nukes travel 4000m - 5000m in a single turn (Launch time, turning, etc), if you're within 5000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
Armour Piercer: 40 FP
General stats

Speed: 650 m/s
Range: 80,000m
Firing delay: 1.6s
Magazine stack: 41
Salvo size: 4

Guidance: Target
Hull damage: 1
Armour damage: 12

Special notes

Due to the Armour Piercer being target-locked, you must have a DRADIS lock on the target before you can fire. However, once you've ID'd a target with DRADIS, you can fire on the target at any point - There's no need to keep a ship or squadron in DRADIS range at that point.

Armour Piercers travel 5000m - 6000m in a single turn (Launch time, turning, etc), if you're within 6000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
Proximity Mine: 40 FP
General stats

Speed: 450 m/s
Range: 8000m
Firing delay: 1s
Magazine stack: 10
Salvo size: 1

Guidance: Sentry
Hull damage: 60
Area of effect range: 1000m

Special notes

Proximity mines will only arm once they have reached their target destination and then it takes about half a turn for the arming sequence to complete after coming to a stop. Once deployed, the mine will detonate upon the first hostile capital ship coming into detonation range. It is worth noting that any friendly or hostile squadrons will also get caught in the blast, so be mindful of your support craft when deploying mines.

Your own craft will not set off your own mines.
EMP Mine: 60 FP
General stats

Speed: 450 m/s
Range: 8000m
Firing delay: 1s
Magazine stack: 6
Salvo size: 1

Guidance: Sentry
Temporary subsystem damage: 6 (This deals 6 damage to ALL subsystems besides CIC)
Area of effect range: 2000m

Special notes

EMP mines will only arm once they have reached their target destination and then it takes about a quarter of a turn for the arming sequence to complete after coming to a stop. Once deployed, the mine will detonate upon the first hostile capital ship coming into detonation range. It is worth noting that any friendly capitals will also take damage from the blast, so be cautious when deploying mines in close quarters.

EMP mines apply "soft" damage, which is represented as a grey bar over the subsystem health. This damage is not repairable, but will be slowly recovered over the duration of a turn or two. Regardless of the amount of EMP damage taken, it will always take that turn or two to totally recover. EMP damage is best used to create openings to exploit, where the target will be temporarily slowed down, have reduced damage resistance, and reduced weapons range. Targets hit by EMP damage will struggle to dodge torpedoes fired at longer range than usual, for example.

Your own craft will not set off your own mines.
Debris Mine: 60 FP
General stats

Speed: 450 m/s
Range: 8000m
Firing delay: 1s
Magazine stack: 6
Salvo size: 1

Guidance: Sentry
Damage: 1 (This is the damage vs capitals, and is for the most part negligible)
Damage vs squadrons: Severe (Simply flying through one side of a debris field to the other can cut a squadron's total hull points in half, usually destroying multiple craft)
Explosion Range: 400m

Special notes

Deployment of debris mines is unique. They are placed in the same fashion as mines, with the exception that you place a start and end point for the debris cloud to spread along, effectively marking a line of debris or "wall" if used defensively. Debris mines fly out to their target destination and detonate immediately upon reaching the desired point - They will then spread out along the path designated by the user.

Note that debris mines inflict severe damage on squadrons, potentially cutting most squadrons in half by just flying through them, nevermind sticking around in the cloud. Debris mines inflict friendly fire so be sure to note your own squadron positions when deploying them, as they can just as easily tear apart your own squadrons too. For example, the combined efforts of a debris mine and then a Battlestar's flak can completely destroy a heavy raider squadron that is making an attempt to board.
EMP Generator: 120 FP
General stats

Speed: N/A
Range: 4000m
Firing delay: 2.2s
Magazine stack: Unlimited
Salvo size: 1

Guidance: Ship-bound
Temporary subsystem damage: 8 (This deals 8 damage to ALL subsystems besides CIC)
Friendly subsystem damage: 4 (This is the subsystem damage dealt to friendlies caught in the EMP radius)
Self subsystem damage: 3 (This is the temporary damage done through feedback damage, which recovers after 1 turn)

Special notes

The EMP Generator is deployed as an area of effect weapon, centred on the ship holding it. Any ships within 4000m, be they hostile or friendly, will fall victim to it's subsystem damage.

As well as this, the EMP Generator also disables all squadrons caught in the area of effect for the duration of the turn it is fired. Squadrons disabled in this manner maintain their momentum, and will keep drifting in their original direction of travel until they recover. Once again, this effect applies to both hostile and friendly squadrons, but it is worth noting that squadron deployment time is generally 3 seconds for Colonials, whilst EMP Generator deployment is 2.2 seconds. This allows for the EMP Generator and Vipers to be deployed on the same turn, without disabling the Vipers as they launch and enact standard defend orders.

The ship that deploys an EMP Generator is prepared for the deployment, and will resist the effects of it's own EMP Generator. Instead of taking flat 4 subsystem damage, it will instead take 3 temporary subsystem damage that recovers after a single turn. Do note that this preparation will not protect the ship from other ships using EMP equipment, and it will take full subsystem damage from outside EMP detonations.

EMP generators apply "soft" damage, which is represented as a grey bar over the subsystem health. This damage is not repairable, but will be slowly recovered over the duration of a turn or two. Regardless of the amount of EMP damage taken, it will always take that turn or two to totally recover. EMP damage is best used to create openings to exploit, where the target will be temporarily slowed down, have reduced damage resistance, and reduced weapons range.

(Wagglepuss note: The EMP Generator is the only munition that can easily cause significant damage to your own fleet, I encourage creative thinking in it's deployment to either mitigate or work through this fact.)
CYLON CAPITALS
Nemesis (Light Tech Corvette): 450 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 200 m/s (System Process 32% - 145%)
Turn Rate: 96 degrees per turn
Pitch rate: ?? (System Process 20% - 146%)

Ship hull size: 2

Hull/Armour/Engineering

Hull: 45

Left: 20 (Armoury)
Right: 20 (Armoury)
Front: 30 (Fire Control)
Rear: 20 (Navigation)
Top: 20 (Tech Bay)
Bottom: 15 (Engineering)

15% Damage reduction (System Process 0% - 30%)
80% Subsystem Repair (System Process 20% - 140%)

Fire Control Systems

1x Munition slot, 4 turn cooldown
Munition salvo size: 80% (System Process 20% - 140%)

1x Light Turret mounted forward, which can shoot down.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Medium
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 0.4

Tech/Armoury

Processing Power: 75
DRADIS Range: 5425m (System Process 700m - 10150m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Hacking Strength: 75% (System Process 0% - 150%)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 88 (System Process 50 - 125)

Special abilities

Hack - The Nemesis can hack targets in range, which will do direct subsystem damage after breaking through the target's firewall.
Hydra (Repairs/Missile Coordination): 500 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 132 m/s (System Process 10% - 145%)
Turn Rate: 48 degrees per turn
Pitch rate: ?? (System Process 20% - 146%)

Ship hull size: 2

Hull/Armour/Engineering

Hull: 60

Left: 35 (Fire Control)
Right: 35 (Fire Control)
Front: 20 (Navigation)
Rear: 20 (Armoury)
Top: 35 (Engineering)
Bottom: 35 (Tech Bay)

15% Damage reduction (System Process 0% - 27%)
84% Subsystem Repair (System Process 20% - 140%)

Fire Control Systems

N/A

Tech/Armoury

Processing Power: 60
DRADIS Range: 3900m (System Process 0m - 9750m)
Firewall Regen: 3.8/s (System Process 0.6/s - 8.7/s)
Hacking Strength: 78% (System Process 0% - 150%) Note: This is likely tied to Coordinated reload range
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 88 (System Process 50 - 125)

Special abilities

Repair Hull - The Hydra carries 40 drones which can be ordered to repair the hull of a friendly capital ship which has taken damage. When the order is given, 5 drones will be sent to the target. Upon reaching the target, the drones will immediately begin restoring lost hull points up to the target's original maximum hull strength. Hull repair drones are single-use each time, and do not return to the Hydra to resupply. The ability can be used 8 times and each time will repair 80 hull over 2 turns (Each individual drone applies 16 hull over 22 seconds).

Coordinated Reload - The Hydra can use the coordinated reload ability to immediately reduce the cooldown of any Cylon ships in range. Giving the order will have the Hydra reduce the current reload cycle of all ships within range by 2 turns. The ability works on ships that are firing on the same turn that the Hydra gives the command, as munitions fired begin their reload cycle the same turn they fire. Coordinated reload range is tied to the Tech Bay, and it's area of effect is 6500m. The effects of coordinated reload stack, so for example, a pair of Hydra can activate coordinated reload the same turn an Argos fires all 3 munition salvoes. This results in the Argos having immediate access to it's munitions the following turn. No munitions are restocked by coordinated reload, on the contrary, a Cylon fleet can burn through it's munition stocks incredibly quickly with a Hydra present.
Gorgon (Squadron Support & Repair): 550 FP

Navigation

FTL Cooldown: 3 turns.

Speed: 140 m/s (System Process 10% - 145%)
Turn Rate: 42 degrees per turn
Pitch rate: ?? (System Process 50% - 110%)

Ship hull size: 2

Hull/Armour/Engineering

Hull: 75

Left: 45 (Armoury)
Right: 45 (Tech Bay)
Front: 60 (Hangar)
Rear: 30 (Navigation)
Top: 45 (Fire Control)
Bottom: 45 (Engineering)

14% Damage reduction (System Process 0% - 27%)
80% Subsystem Repair (System Process 20% - 140%)

Fire Control Systems

4x Point Defence mounted forwards.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Very High
Accuracy: High (System Process Very Low - Very High)
Damage: 0.15

2x Point Defence mounted rear.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Very High
Accuracy: High (System Process Very Low - Very High)
Damage: 0.15

Tech/Armoury

Processing Power: 90
DRADIS Range: 4500m (System Process 0m - 9000m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 88 (System Process 50 - 125)

Squadrons/Hangar

2x Support slot (Heavy Raider, Wardriver, Scorpion, Vespid only), 1x Repair Bay

+8 Evade (System Process 0 - 15)
4 Second launch delay (System Process 7s - 1s)
150% Squadron repair (System Process 0% - 300%)

Special Abilities

Repair Bay - The Gorgon houses an empty third squadron slot which is explicitly for repairing and rearming the squadrons of other ships in it's fleet. When a friendly squadron uses the recall order, it will be given the option of which ship it would like to return to; either it's parent or any Gorgon present with an unoccupied repair bay. Gorgon repair speed can hit up to 300%, allowing them to bring damaged squadrons back into the fight in very short order. Undamaged squadrons can also recall to a Gorgon to rearm if they have expended munitions, such as the Scorpion and Vespid.

Machine Learning - The Gorgon can link with a friendly squadron, providing a bonus to it by increasing the squadron's evasion by 0.5 each time it takes a hit whilst linked. The bonus caps out at +40 extra evasion, and it stacks on top of the evasion the squadron naturally gains from it's parent. The Gorgon does not need to maintain the connection for the squadron to keep it's bonus, and it will retain it after repairs. Cerberus squadrons after full Machine Learning are particularly difficult to destroy, having 70 evasion (+30 from parent, +40 from Machine Learning).
Cerastes (Anti Fighter Gunship): 550 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 180 m/s (System Process 10% - 145%)
Turn Rate: 72 degrees per turn
Pitch rate: ?? (System Process 20% - 140%)

Ship hull size: 2

Hull/Armour/Engineering

Hull: 50

Left: 45 (Engineering)
Right: 45 (Engineering)
Front: 45 (Tech Bay)
Rear: 60 (Navigation)
Top: 45 (Armoury)
Bottom: 45 (Fire Control)

15% Damage reduction (System Process 0% - 30%)
80% Subsystem Repair (System Process 20% - 140%)

Fire Control Systems

6x Point Defence mounted left.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Very High
Accuracy: Medium (System Process Very Low - Very High)
Damage: 0.15

6x Point Defence mounted right.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Very High
Accuracy: Medium (System Process Very Low - Very High)
Damage: 0.15

4x Point Defence mounted forwards.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Very High
Accuracy: Medium (System Process Very Low - Very High)
Damage: 0.15

Tech/Armoury

Processing Power: 75
DRADIS Range: 4500m (System Process 0m - 9000m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 88 (System Process 50 - 125)
Talon (Light Cruiser/Carrier): 650 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 160 m/s (System Process 10% - 145%)
Turn Rate: 42 degrees per turn
Pitch rate: ?? (System Process 50% - 110%)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 70

Left: 70 (Armoury)
Right: 70 (Tech Bay)
Front: 20 (Hangar)
Rear: 20 (Navigation)
Top: 70 (Fire Control)
Bottom: 70 (Engineering)

17% Damage reduction (System Process 5% - 28%)
80% Subsystem Repair (System Process 20% - 140%)

Fire Control Systems

3x Light Turret mounted left, can shoot up.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Medium
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 0.4

3x Light Turret mounted right, can shoot up.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Medium
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 0.4

2x Light Turret mounted on top.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Medium
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 0.4

Tech/Armoury

Processing Power: 90
DRADIS Range: 4650m (System Process 600m - 8700m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 88 (System Process 50 - 125)

Squadrons/Hangar

1x Squadron slot

+12 Evade (System Process 0 - 23)
4 Second launch delay (System Process 7s - 1s)
75% Squadron repair (System Process 0% - 150%)
Revenant (Medium Gunship): 850 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 145 m/s (System Process 10% - 145%)
Turn Rate: 60 degrees per turn
Pitch rate: ?? (System Process 15% - 143%)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 90

Left: 45 (Armoury)
Right: 45 (Armoury)
Front: 75 (Engineering)
Rear: 45 (Navigation)
Top: 60 (Tech Bay)
Bottom: 45 (Fire Control)

15% Damage reduction (System Process 0% - 30%)
95% Subsystem Repair (System Process 20% - 170%)

Fire Control Systems

6x Light Turret mounted left, which can shoot up.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Medium
Accuracy: Very Low (System Process Very Low - High)
Damage: 0.4

6x Light Turret mounted right, which can shoot up.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Medium
Accuracy: Very Low (System Process Very Low - High)
Damage: 0.4

1x Heavy Turret mounted forward, which can shoot down.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - High)
Damage: 2

4x Heavy Turret mounted on top.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - High)
Damage: 2

4x Heavy Turret mounted on bottom.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - High)
Damage: 2

Tech/Armoury

Processing Power: 75
DRADIS Range: 3875m (System Process 500m - 7250m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 131 (System Process 75 - 188)
Arachne (Heavy Cruiser/Carrier): 950 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 125 m/s (System Process 10% - 145%)
Turn Rate: 60 degrees per turn
Pitch rate: ?? (System Process 30% - 135%)

Ship hull size: 3

Hull/Armour/Engineering

Hull: 110

Left: 45 (Hangar)
Right: 45 (Hangar)
Front: 60 (Armoury)
Rear: 45 (Navigation)
Top: 60 (Fire Control)
Bottom: 45 (Engineering)

15% Damage reduction (System Process 0% - 30%)
80% Subsystem Repair (System Process 20% - 140%)

Fire Control Systems

1x Munition slot, 2 turn reload
Munition salvo size: 80% (System Process 20% - 140%)

2x Medium Turret mounted forward, can shoot down.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 1

3x 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: 90
DRADIS Range: 3875m (System Process 500m - 7250m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
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)
4 Second launch delay (System Process 7s - 1s)
75% Squadron repair (System Process 0% - 150%)
Phobos (Medium Tech Cruiser/Carrier): 1050 FP
Navigation

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.
Cerberus (Heavy Carrier): 1100 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 60 m/s (System Process 10% - 145%)
Turn Rate: 36 degrees per turn
Pitch rate: ?? (System Process 60% - 120%)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 150

Left: 75 (Tech Bay)
Right: 75 (Engineering)
Front: 75 (Armoury)
Rear: 75 (Navigation)
Top: 75 (Fire Control)
Bottom: 60 (Hangar)

15% Damage reduction (System Process 0% - 30%)
80% Subsystem Repair (System Process 20% - 140%)

Fire Control Systems

3x Heavy Turret mounted on top.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 2

3x Heavy Turret mounted on bottom.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 2

Tech/Armoury

Processing Power: 90
DRADIS Range: 3100m (System Process 400m - 5800m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 175 (System Process 100 - 250)

Squadrons/Hangar

3x Squadron slots, 1x Support slot (Heavy Raider, Wardriver, Scorpion, Vespid only)

+15 Evade (System Process 0 - 30)
4 Second launch delay (System Process 7s - 1s)
90% Squadron repair (System Process 0% - 180%)
Basestar (Heavy Carrier/Missile Boat): 1150 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 50 m/s (System Process 10% - 145%)
Turn Rate: 48 degrees per turn
Pitch rate: ?? (System Process 20% - 140%)

Ship hull size: 5

Hull/Armour/Engineering

Hull: 200

Left: 60 (Hangar)
Right: 60 (Hangar)
Front: 60 (Navigation)
Rear: 60 (Fire Control)
Top: 60 (Armoury)
Bottom: 45 (Tech Bay)

15% Damage reduction (System Process 0% - 30%)
80% Subsystem Repair (System Process 20% - 140%)

Fire Control Systems

2x Munition slots, 3 turn cooldown
Munition salvo size: 80% (System Process 20% - 140%)

2x Heavy Turret mounted on top.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 2

2x Heavy Turret mounted on bottom.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 2

Tech/Armoury

Processing Power: 90
DRADIS Range: 3500m (System Process 800m - 6200m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 175 (System Process 100 - 250)

Squadrons/Hangar

2x Squadron slots, 1x Support slot (Heavy Raider, Wardriver, Scorpion, Vespid only)

+8 Evade (System Process 0 - 15)
3 Second launch delay (System Process 5s - 1s)
75% Squadron repair (System Process 0% - 150%)
Medusa (Fleet Support Cruiser): 1250 FP

Navigation

FTL Cooldown: 5 turns.

Speed: 120 m/s (System Process 31% - 145%)
Pitch rate: 36 (System Process 20% - 140%)
Yaw rate: ?? (System Process 20% - 140%)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 120

Left: 75 (Armoury)
Right: 75 (Armoury)
Front: 75 (Fire Control)
Rear: 75 (Navigation)
Top: 75 (Engineering)
Bottom: 60 (Tech Bay)

20% Damage reduction (System Process 0% - 39%)
110% Subsystem Repair (System Process 20% - 200%)

Fire Control Systems

2x Munition slots, 2 turn cooldown
Munition salvo size: 61% (System Process 20% - 102%)

12x Point Defence mounted forwards.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Very High
Accuracy: Medium (System Process Very Low - Very High)
Damage: 0.15

Tech/Armoury

Processing Power: 75
DRADIS Range: 4650m (System Process 600m - 8700m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 175 (System Process 100 - 250)

Special abilities

R-TPAM - The Medusa can bolster the Processing Power and subsystems of up to six nearby friendly ships through a direct connection. Upon using the ability, the Medusa loses 20 Processing Power, which it distributes evenly amongst the ships it connects to. A single target gains 20 power, two gain 10 each, four gain 5 each, etc. Further to this, every target hooked up to the Medusa also gains +3 to all subsystem strength, pushing the maximum power for any subsystem to 33, rather than the standard 30 through standard overclocking. Friendly ships need to be within approx 4000-5000m to make the connection, but are free to move away after the link is established. Should the Medusa be destroyed or Tech Bay subsystem health is reduced to 0, all ships will lose their R-TPAM connection and the benefits it provides, requiring a relink to regain them should the Medusa still be operational to provide it.
Argos (Heavy Carrier/Tactical Missile Dispenser): 1750 FP
Navigation

FTL Cooldown: 3 turns.

Speed: 65 m/s (System Process 10% - 145%)
Turn Rate: 48 degrees per turn
Pitch rate: ?? (System Process 20% - 140%)

Ship hull size: 5

Hull/Armour/Engineering

Hull: 280

Left: 45 (Hangar)
Right: 45 (Hangar)
Front: 45 (Navigation)
Rear: 45 (Fire Control)
Top: 60 (Armoury)
Bottom: 60 (Engineering)

15% Damage reduction (System Process 0% - 30%)
75% Subsystem Repair (System Process 20% - 125%)

Fire Control Systems

3x Munition slots, 3 turn cooldown
Munition salvo size: 106% (System Process 20% - 163%)

Tech/Armoury

Processing Power: 108
DRADIS Range: 5460m (System Process 600m - 8700m)
Firewall Regen: 5.5/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 190 (System Process 100 - 250)
Jump Range: 1820m (System Process 200m - 2900m)
Munition Resupply Rate: 80% (System Process 0% - 150%)

Squadrons/Hangar

3x Squadron slots

+7 Evade (System Process 0 - 12)
3 Second launch delay (System Process 5s - 1s)
63% Squadron repair (System Process 0% - 120%)

Special Abilities

Tactical Jump - The Argos can make a tactical jump during combat allowing it to quickly FTL jump to any location within a small 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.

Munition Supply - The Argos carries no guns, relying entirely upon it's munitions and squadrons to assault the enemy. To compensate for it's lack of guns, the Argos is unique in that it replenishes it's munition stocks during combat. The munition supply factory on board is controlled by the Armoury subsystem, and takes about 6 turns to produce a single standard salvo of any given munition type when fully powered. For example, the Argos can fire 22 (!!) torpedoes from a single torpedo hardpoint when the fire control system is fully powered, but it will only ever resupply 14 torpedoes at a time as this is the standard salvo size. All launchers are resupplied simultaneously, and resupply will begin automatically as soon as any munitions are fired. Note that even nukes may be resupplied through the Argos' Munition Supply ability. There is a display in the bottom right corner by the ship commands panel where you can see progress on Munition Supply.
Guardian Basestar (Fleet Fire/Squadron Support): 1900 FP
Navigation

FTL Cooldown: N/A

Speed: 80 m/s (System Process 31% - 145%)
Turn rate: 48 degrees per turn
Pitch/Yaw rate: ?? (System Process 20% - 140%)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 200

Left: 60 (Armoury)
Right: 60 (Tech Bay)
Front: 45 (Navigation)
Rear: 45 (Fire Control)
Top: 60 (Engineering)
Bottom: 60 (Hangar)

17% Damage reduction (System Process 0% - 33%)
75% Subsystem Repair (System Process 0% - 150%)

Fire Control Systems

2x Munition slot, 2 turn cooldown.
Munition salvo size: 80% (System Process 20% - 140%)

12x Heavy Turret mounted on bottom.
Range: 3750 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 2

Tech/Armoury

Processing Power: 90
DRADIS Range: 3875m (System Process 500m - 7250m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 175 (System Process 100 - 250)

Squadrons/Hangar

2x Squadron slots, 1x Support slot (Heavy Raider, Wardriver, Scorpion, Vespid only)

+8 Evade (System Process 0 - 15)
4 Second launch delay (System Process 7s - 1s)
75% Squadron repair (System Process 0% - 150%)

Special abilities

Predictive Augury - The Guardian class Basestar is the first of it's kind to house a Hybrid. Once per match, the Guardian can use Predictive Augury to immediately identify and DRADIS lock a hostile ship at any range.
Cratus (Heavy Basestar): 2450 FP

Navigation

FTL Cooldown: 3 turns.

Speed: 80 m/s (System Process 31% - 145%)
Turn Rate: 48 degrees per turn
Pitch rate: ?? (System Process 20% - 140%)

Ship hull size: 5

Hull/Armour/Engineering

Hull: 320

Left: 60 (Hangar)
Right: 60 (Hangar)
Front: 60 (Navigation)
Rear: 60 (Fire Control)
Top: 120 (Tech Bay)
Bottom: 120 (Engineering)

22% Damage reduction (System Process 0% - 36%)
90% Subsystem Repair (System Process 0% - 150%)

Fire Control Systems

3x Munition slots, 1 turn cooldown
Munition salvo size: 105% (System Process 20% - 162%)

10x Heavy Turret mounted on top.
Range: 4200 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 2

10x Heavy Turret mounted on bottom.
Range: 4200 (System Process 1500 - 6000)
Rate of fire: Low
Accuracy: Very Low (System Process Very Low - Medium)
Damage: 2

Tech/Armoury

Processing Power: 108
DRADIS Range: 4500m (System Process 0m - 7500m)
Firewall Regen: 4.4/s (System Process 0.6/s - 6.9/s)
Centurion Armour: 9 (System Process 0 - 60)
Centurion Strength: 190 (System Process 100 - 250)
Jump Range: 1456m (System Process 160m - 2320m)

Squadrons/Hangar

2x Squadron slots

+9 Evade (System Process 0 - 15)
6 Second launch delay (System Process 9s - 3s)
76% Squadron repair (System Process 40% - 100%)

Special Abilities

Tactical Jump - The Cratus can make a tactical jump during combat allowing it to quickly FTL jump to any location within a small 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.

Rapid Munitions - Another ability that is not an explicitly documented feature, but is worth noting. The Cratus has a 1 turn reload time; this means it can fire it's munitions every turn, allowing for overwhelming quantities of munitions to deployed against it's opponent in very short order. Whilst this is a powerful ability it should be used with discretion, the Cratus does not have limitless munitions and can find itself running dry in a mere 4-5 turns should it attempt to keep up constant munition deployment.
Modern Basestar (Strategic Missile Carrier): 2500 FP
Navigation

FTL Cooldown: N/A

Speed: 75 m/s (System Process 31% - 145%)
Turn rate: 60 degrees per turn
Pitch/Yaw rate: ?? (System Process 20% - 140%)

Ship hull size: 4

Hull/Armour/Engineering

Hull: 280

Left: 40 (Armoury)
Right: 40 (Tech Bay)
Front: 40 (Engineering)
Rear: 40 (Hangar)
Top: 100 (Fire Control)
Bottom: 100 (Navigation)

20% Damage reduction (System Process 0% - 30%)
30 Hull Regen per turn (System Process 6 hull per turn - 42 hull per turn)
100% Subsystem Repair (System Process 0% - 150%)

Fire Control Systems

2x Munition slot, 1 turn cooldown.
Munition salvo size: 100% (System Process 20% - 140%)

Tech/Armoury

Processing Power: 120
DRADIS Range: 7000m (System Process 700m - 10150m)
Firewall Regen: 6.0/s (System Process 0.6/s - 8.7/s)
Hacking Strength: 90% (System Process 0% - 135%)
Jump Range: 6000m (System Process 600m - 8700m)
Centurion Armour: 40 (System Process 0 - 60)
Centurion Strength: 200 (System Process 100 - 250)

Squadrons/Hangar

4x Squadron slots (Includes Modern Raider)

+10 Evade (System Process 0 - 15)
3 Second launch delay (System Process 5s - 3s)
100% Squadron repair (System Process 0% - 150%)

Special abilities

Hack - The Modern Basestar can hack targets in range, which will do direct subsystem damage after breaking through the target's firewall.

Tactical Jump - The Modern Basestar 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.

Rapid Munitions - The Modern Basestar has a 1 turn reload time; this means it can fire it's munitions every turn, allowing for overwhelming quantities of munitions to be deployed against it's opponent in very short order. Whilst this is a powerful ability it should be used with discretion, the Modern Basestar does not have limitless munitions and has no guns to defend itself with once it goes dry. Once empty, the Modern Basestar relies on it's hacking ability and it's own hull to use as weapons.

Modern Raider - The Modern Basestar is the only ship capable of housing the Modern Raider, which is a strong improvement over conventional Raider Mk I's.
CYLON SQUADRONS
A few notes on squads:

Squads do not have any kind of turning circle, they can essentially flip on the spot and as such no turning-related stats are to be found with regards to potential manoeuvrability.

After a little testing, it looks like damage is per shot that is fired by the squad. They are just really crappy shots as it turns out.
Raider Prototype (Interceptor): 0 FP
General stats

Squadron size: 12 Craft
Hull points: 48 (4 Hull per craft)
Speed: 300 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.

Missile interception - Prototype Raiders can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. The earlier the order is given the better, as it will take time for Raiders to reach the target ordnance and dispose of it.
Raider (Fast/Armoured Interceptor): 60 FP
General stats

Squadron size: 16 Craft
Hull points: 52 (3.25 Hull per craft)
Speed: 360 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.

Missile interception - Raiders can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. The earlier the order is given the better, as it will take time for Raiders to reach the target ordnance and dispose of it.
Modern Raider (Next Generation Interceptor): 80 FP
General stats

Squadron size: 16 Craft
Hull points: 56 (3.5 Hull per craft)
Speed: 360 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.

Missile interception - Modern Raiders can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. The earlier the order is given the better, as it will take time for Modern Raiders to reach the target ordnance and dispose of it.

Improved Accuracy - Whilst not explicitly documented, Modern Raiders have improved accuracy over Raider Mk I's, making them more capable in combat.
Heavy Raider (Boarding Craft): 80 FP
General stats

Squadron size: 2 Craft
Hull points: 32 (16 Hull per craft)
Speed: 300 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. As an additional note, Heavy Raiders will be restocked with it's Centurion complement upon docking with it's parent ship. This is done immediately, and can be sent back out the following turn.

Board - The Heavy Raider can be ordered to board a hostile vessel in order to allow the Centurions on board to wreak havoc on the enemy ship. Each Heavy Raider has a boarding strength of 50 (100 strength per squad) which will fight the marines on board the target vessel. Subsystems will begin taking damage relative to Marine strength on the target, the less marines left the more subsystems will take damage. If the Centurions kill all marines on the target vessel then they will continue to deal constant subsystem damage until the Centurions are pulled off or the ship is destroyed. Multiple Heavy Raiders will stack on the target, and will be required to take down larger ships such as Battlestars. Boarding strength of Heavy Raiders is influenced by the Armoury subsystem power of the ship it belongs to. If it's parent ship is lost, or the subsystem is reduced to 0, Heavy Raider boarding will do little to it's target.

Extra note: Once Centurions have been deployed on a target the Heavy Raider must stay docked throughout the procedure. Leaving a target will take the boarding party with it.

Missile interception - Heavy Raiders can attempt to intercept incoming ordnance by giving orders to defend the target of incoming ordnance. This really is not recommended with Heavy Raiders, but you can stop some of the slower munitions such as guided missiles if you're desperate.
Wardriver (Hacking Craft): 60 FP
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.
Scorpion (AMD/Anti Capital Turret): 60 FP
General stats

Squadron size: 1 Craft
Hull points: 36
Speed: 380 m/s
Damage output: 3
Weapon range: 5000m
DRADIS range: 4000m

Special abilities

Turret based movement - Whilst this is not an explicitly stated ability, the Scorpion does not move in the traditional way a squadron does. The Scorpion can be given standard movement orders, however it must deploy before it can fire or be ordered to use it's guided missiles. The Scorpion will automatically deploy upon reaching it's move order destination. Scorpions pack up to move instantly, but require approximately 2.5 seconds to deploy.

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. As an additional note, the Scorpion will resupply it's stock of guided missiles upon returning to it's parent ship and can be immediately redeployed the following turn.

Guided Missile - The Scorpion comes equipped with a stack of 12 guided missiles, fired in 4 missile salvoes. Scorpion guided missiles deal 2 damage per missile and may only be fired once the Scorpion is deployed. Otherwise, the guided missiles follow the standard rules of the larger ship-based guided missiles, such as requiring a DRADIS lock to fire.

Target Priority - Scorpions cannot manually select targets until they have deployed, however, they can be given a target priority in the same way capital ship guns can be prioritised for captials, squadrons or closest targets. The Scorpion can choose to prioritise either munitions or capital ships in the absence of a selected target.

**Extra note - Scorpions have incredibly poor accuracy against squadron sized targets, and take full damage from interceptor squadrons such as Vipers and Raiders. Using Scorpions against squadrons is not recommended.
Vespid (Dedicated Bomber): 60 FP

General stats

Squadron size: 4 Craft
Hull points: 32 (8 Hull per craft)
Speed: 300 m/s
Damage output: N/A
Weapon range: N/A
DRADIS range: 2000m
Bomb capacity: 24
Bomb damage: 3

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. As an additional note, Vespids will be restocked with it's 24 bombs upon docking with it's parent ship. This is done immediately, and can be sent back out the following turn.

Bomb target - Vespids can be ordered to attack a specific capital ship, where they will immediately move towards the target via the shortest route and release the squadron's entire payload of short-range bombs to devastating effect. When the order is given, the squadron will move towards and fly along either the top or the bottom of the target, depending on which side is closer when the order is given. Be mindful of the environment when giving the order to bomb a target, as the Vespid will not evade hazards such as flak and debris mines naturally.
CYLON MUNITIONS
Notes on munitions:

Friendly missiles WILL cause damage to friendly targets, so be mindful of your angles when you fire and where the missiles emerge from on the craft. For example, Manticore guided missiles fire out of the left and right side of the tip of the nose, arcing out to the sides as they launch before heading to the target. Therefore, having a friendly ship directly left or right of the Manticore is not advised when about to fire a salvo.

Guided Missle: 0 FP
General stats

Speed: 600 m/s
Range: 100,000m
Firing delay: 1.5s
Magazine stack: 70
Salvo size: 6

Guidance: Target
Hull damage: 4
Armour damage: 4

Special notes

Due to the Guided Missile being target-locked, you must have a DRADIS lock on the target before you can fire. However, once you've ID'd a target with DRADIS, you can fire on the target at any point - There's no need to keep a ship or squadron in DRADIS range at that point.

Guided Missiles travel 5000m - 6000m in a single turn (Launch time, turning, etc), if you're within 6000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
Torpedo: 60 FP
General stats

Speed: 1000 m/s
Range: 100,000m
Firing delay: 0.5s
Magazine stack: 150
Salvo size: 14

Guidance: Unguided
Hull damage: 3
Armour damage: 3

Special notes

Due to the Torpedo being unguided, you do not need a DRADIS lock before firing. If you wish, you can unload a salvo immediately on the first turn, but until a target is moving don't expect to hit anything at range as Torpedoes are fired with lead, aimed at where the ship is predicted to be on it's current course. Vertical movement in particular throws off Torpedoes so they are best employed at close range, on slow/large targets or packed fleet formations where quick vertical movements are not possible.

Torpedoes travel 10000m - 11000m in a single turn (Launch time, turning, etc), if you're within 11000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
PCM: 40 FP
General stats

**The Cylon PCM is functionally identical to the Colonial PCM, this is simply here for the completionist in me.

Speed: 450 m/s
Range: 10,000m
Firing delay: 1s
Magazine stack: 16
Salvo size: 1

Explosion Range: 2500m

Guidance: Sentry
Hull damage: N/A
Armour damage: N/A

Special notes

The PCM is unique in how it behaves compared to the other missiles. When fired, the PCM travels in a straight line towards the location you set to it. If the PCM comes into contact with any hostile ordnance along the way it will detonate, destroying itself and a large chunk of ordnance around it. If it does not come into contact with hostile ordnance on the way to the target position, it will reach it's spot and sit there like a mine until hostile ordnance comes into detonation distance.

Note that the explosion will only destroy missiles caught in the blast, and will not do anything for ordnance coming afterwards in the way that Sweeper chaff will. PCM's are exceptional at countering hostile Nukes in MP.
Nuke: 120 FP
General stats

**The Cylon Nuke is functionally identical to the Colonial Nuke, this is simply here for the completionist in me.

Speed: 400 m/s
Range: 60,000m
Firing delay: 5s
Magazine stack: 1
Salvo size: 1
Missile hull: 4 (Nukes are unique in that they are the only munition with a hull stat, and take 10-14 shots from a squadron to be shot down)

Guidance: Target
Hull damage: 160
Armour damage: 160
Subsystem damage: 15
Area of Effect range: 2500m

Special notes

Due to the Nuke being target-locked, you must have a DRADIS lock on the target before you can fire. However, once you've ID'd a target with DRADIS, you can fire on the target at any point - There's no need to keep a ship or squadron in DRADIS range at that point.

Nukes have considerable blast radius, be mindful of firing them in close quarters or when friendly squadrons are engaged over the target. You can easily deal severe damage to multiple ships in a tightly packed formation, though damage drops off the further a target is from the explosion.

Nukes travel 4000m - 5000m in a single turn (Launch time, turning, etc), if you're within 5000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
Armour Piercer: 40 FP
General stats

Speed: 720 m/s
Range: 80,000m
Firing delay: 1s
Magazine stack: 70
Salvo size: 5

Guidance: Target
Hull damage: 1
Armour damage: 8

Special notes

Due to the Armour Piercer being target-locked, you must have a DRADIS lock on the target before you can fire. However, once you've ID'd a target with DRADIS, you can fire on the target at any point - There's no need to keep a ship or squadron in DRADIS range at that point.

Armour Piercers travel 5000m - 6000m in a single turn (Launch time, turning, etc), if you're within 6000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
Clusterbomb: 40 FP
General stats

Speed: 450 m/s
Range: 80,000m
Firing delay: 2s
Magazine stack: 80
Salvo size: 6

Guidance: Target
Hull damage: 2
Armour damage: 2
Subsystem damage: 5
Adjacent subsystems damage: 2
Adjacent subsystems hit: 2

Applies Irradiated status: -15% subsystem repair speed for 3 turns.

Special notes

Due to the Clusterbomb being target-locked, you must have a DRADIS lock on the target before you can fire. However, once you've ID'd a target with DRADIS, you can fire on the target at any point - There's no need to keep a ship or squadron in DRADIS range at that point.

Clusterbombs deal significant damage to targets subsystems, dealing 5 damage per hit on the subsystem it hits, as well as hitting 2 adjacent subsystems for 2 damage each at the same time. However, the target's armour must be destroyed first for the subsystem to take damage. Clusterbombs are best paired with other munitions that can first breach the target's armour, with the Clusterbombs following up to disable the target.

Clusterbombs travel 4000m - 5000m in a single turn (Launch time, turning, etc), if you're within 5000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
Proximity Mine: 40 FP
General stats

**The Cylon Proximity Mine is functionally identical to the Colonial Proximity Mine, this is simply here for the completionist in me.

Speed: 450 m/s
Range: 8000m
Firing delay: 1s
Magazine stack: 10
Salvo size: 1

Guidance: Sentry
Hull damage: 60
Area of effect range: 1000m

Special notes

Proximity mines will only arm once they have reached their target destination and then it takes about half a turn for the arming sequence to complete after coming to a stop. Once deployed, the mine will detonate upon the first hostile capital ship coming into detonation range. It is worth noting that any friendly or hostile squadrons will also get caught in the blast, so be mindful of your support craft when deploying mines.

Your own craft will not set off your own mines.
Homing Cluster Mine: 80 FP
General stats

Speed: 450 m/s
Range: 6000m
Firing delay: 1s
Magazine stack: 10
Salvo size: 1

Guidance: Sentry
Hull damage: 80
Area of effect range: 500m

Special notes

Homing Cluster mines will only arm once they have reached their target destination and then it takes about half a turn for the arming sequence to complete after coming to a stop. Once deployed, the mine will wait for the first hostile capital ship to come into range, where it will then behave like a missile and fly directly at it and explode. It is worth noting that any friendly or hostile squadrons will also get caught in the blast, so be mindful of your support craft when deploying mines.

Your own craft will not set off your own mines.
Comet PCM: 40 FP
General stats

Speed: 600 m/s
Range: 100,000m
Firing delay: 1s
Magazine stack: 20
Salvo size: 1

Guidance: Unguided
Hull damage: N/A
Armour damage: N/A

Special notes

Any hostile guided munitions that cross paths with the Comet in flight will be immediately hacked and follow the Comet PCM, this essentially has the Comet redirect hostile munitions back at the ship which fired them. Unguided munitions and mines are unaffected by the Comet.

The Comet is a munition of opportunity, and is best employed by firing it the same turn hostile munitions are fired. Keeping an eye on the reload cycle of enemy ships is critical to getting the most out of Comet PCM's.
Scrambler: 40 FP
General stats

Speed: 600 m/s
Range: 10,000m
Firing delay: 1s
Magazine stack: 8
Salvo size: 1

Guidance: Sentry
Hull damage: N/A
Armour damage: N/A
Area of effect: 2000m

Special notes

Scramblers are a utility munition deployed in the same fashion as mines. Upon reaching their target spot, they wait for a ship to enter their radius. Once a ship enters the Scrambler's radius, the munition becomes active and remains so for 3 turns.

On activation, Scramblers have a number of effects. Hostile ships in the radius are immediately identified, and they have their Tech Bay subsystem reduced by 15 points until they leave the area of effect or the Scrambler effect runs out.

Friendly ships in the area of effect cannot be targeted by hostile munitions, and any hostile munitions currently in flight will immediately lose their lock. Note that munitions spoofed in this manner will continue on their heading, and are potentially still dangerous.
Cluster Nuke: 300 FP
General stats

Speed: 400 m/s
Range: 60,000m
Firing delay: 0.5s
Magazine stack: 1
Salvo size: 1
Sub-munition count: 6
Missile hull: 4 (Nukes are unique in that they are the only munition type with a hull stat, and take 10-14 shots from a squadron to be shot down)

Guidance: Multi-Target (Up to 6 discreet targets)
Sub-munition speed: 500 m/s
Hull damage: 40 per sub-munition
Armour damage: 40 per sub-munition
Subsystem damage: 3 per sub-munition

Special notes

Due to the Cluster Nuke being target-locked, you must have a DRADIS lock on the target before you can fire. However, once you've ID'd a target with DRADIS, you can fire on the target at any point - There's no need to keep a ship or squadron in DRADIS range at that point.

Once a Cluster Nuke is approximately half way between the parent ship and the target(s), it will split into it's 6 sub-munitions. The core missile has a speed of 400 m/s, the sub-munitions are faster at 500 m/s.

Cluster Nukes travel 5000m - 6000m in a single turn (Launch time, turning, etc), if you're within 6000m you can generally assume that you will hit or be hit within a single turn. The DRADIS circle on a ship can be used for measuring distance pretty handily.
Virus Mine: 260 FP
General stats

Speed: 450 m/s
Range: 8000m
Firing delay: 0.5s
Magazine stack: 8
Salvo size: 1

Guidance: Sentry
Area of effect range: 1750m
Hacks any hostile capital in range (Approx 40% speed of a Nemesis)
Jams any hostile squadrons in range (-120m/s speed, -15 evade)

Special notes

Virus mines will only arm once they have reached their target destination and then it takes about half a turn for the arming sequence to complete after coming to a stop. Once deployed, the mine will activate upon the first hostile capital ship or squadron coming into trigger range.

Your own craft will not set off or be affected by your own Virus Mines.
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71 Comments
Thranduil Jan 23 @ 5:22pm 
Awesome! Much thanks!
Sir Wagglepuss III  [author] Jan 23 @ 10:55am 
Yeah, the guide hasn't been updated to the latest patch yet. It's on the to-do list. ETA is probably in the next week or so.
Thranduil Jan 23 @ 7:21am 
Hey, any chance the Mercury could get updated again here? I do believe it has 3 standard hangar squadrons with one support now.
Daddy Jes Nov 11, 2020 @ 11:48am 
This is the greatest guide. I ran out of awards to give it.
Activecy Oct 6, 2020 @ 7:45am 
That was i looking for! really helped to me, Fleet Admiral Sir Wagglepuss III.
Thranduil Oct 2, 2020 @ 4:20pm 
Good work in any case! Glad to see it updated.
Sir Wagglepuss III  [author] Oct 2, 2020 @ 1:01pm 
Alright folks, the guide has been updated and is now accurate as of version 1.5.108. Enjoy.

...I only had to go through literally every single entry to make sure things were correct. ;-;

That being said, considering the quantity of minor changers I've had to make, don't be too surprised if a small mistake crops up somewhere. Just drop a comment to let me know and I'll get on it.
Thranduil Sep 28, 2020 @ 1:14am 
Awesome that it will be updated soon! Thanks!
Sir Wagglepuss III  [author] Sep 25, 2020 @ 8:53am 
The guide is likely to be updated at some point next week, for those interested. Adding in new ships is simple, however there have been a plethora of balance changes (especially to munitions) which means I'm gonna have to go over a lot of the content in here.

TL;DR: Update soon(tm).
King Of Spades Sep 25, 2020 @ 5:09am 
Thanks for this very informative and very good structured guide !