The Viper Mark II or simply the Viper Mk II is the mandatory "Starter Ship" that a Colonial Player gets to start out with (players used to get to choose it or the Command-type Raptor). This ship is designed as an interceptor class strike ship, it relies on speed and agility to be able to attack its targets. Its 4 engine slots enable it to be one of the fastest ships in the game and is one of the few ships able to attain speeds approaching that of the Cylon Malefactor Type-1 and Malefactor Type-2 stealth ships. It also has a higher avoidance level than many other strike ships which increases its chances of survival in combat, and makes up for its lower armor and hull point levels. the draw back for the Viper Mark II is that it only has 3 weapons slots, which is less than any other strike ship barring the Raptor FR. Consequently, advancing this ship is often a priority for many players so as to gain an extra weapons slot. It is this lack of weaponry as to why you rarely see many unadcanced Viper Mark IIs flying on their own, as they will fly in squadrons for mutual protection.
"Although designed over 40 years ago, the Viper Mark II remains an outstanding interceptor and space superiority fighter that's proved more than capable of matching the Cylon raider in speed, agility and firepower.
As an Interceptor, the Viper MK II can be equipped with more engine systems than other strike craft, increasing its already impressive performance."
- Red Sweep 2,000 Cubits.
- Caprica Guard 3,000 Cubits.
- Syfy FREE.
- Blue Vector 20,000 Tylium.
- Night Strike 5,000 Cubits.
- Longest Night 6,000 Cubits.
- Gold 6,000 Cubits.
- Oxide Cammo 3,000 Cubits.
The Viper Mark II come pre-installed with the following systems:
- 1 x Autopilot Module.
- 1 x Mineral Analysis Module.
- 2 x MEC-A6 "Fang" Light Auto Cannon.