Cylon Raider (Battlestar Galactica - Original):
This fighter is feared on numerous Colonial planets. This fighter is used by the Cylons and while not as maneuverable as the Colonial Viper, is still dangerous and often attack in large numbers. This fighter can be launched from both ground bases and starships.
The fighter is armed with two laser cannons beside the pilots cockpit as its main weapon system. The fighter can also carry 4 anti-ship missiles for missions against capital ships. Missiles are carried on the underbelly of the craft.
This fighter does have some disadvantages when compared to other starfighters. These are that unlike many C.A.F. and Kreeghor ships, uses an ion engine that has a much shorter duration than the contra-grav engines used on many other starfighters and fighter does not carry many missiles.
Notes of game conversion:
Because of the nature of the series “Battlestar Galactica” and the needs to put the fighter into game mechanics, I have given many statistic as two different possible statistics to take this into account. The G that I have seen listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area. In some ways each version is closer to what was seen in the series.
Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See Revised Starship Rules for Phase World / Three Galaxies for more details.
Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In Orbit, Phase World if used as a lower tech race, used with my forthcoming Earthforce ships conversions for B-5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the fighters velocity and distance traveled.
- Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x ½ x Time ² + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second ²
Model Type: CE-CR
Vehicle Type: Heavy Starfighter
Crew: Three (Pilot, Navigator, and Commander)
M.D.C By Location:
|Turbolaser Cannons (2):||30 each|
| Wings (2):||75|
| Engines (2):||60 each|
| Boost Thruster (1):||40|
|Landing Struts (3):||20 each|
| Main Body:||500|
|Reinforced Pilots Cockpit:||150|
 Loss of a wing while in an atmosphere will cause the fighter to loose control and crash. The loss of a wing in space has no effect on the fighter’s performance but fighter will be unable to re-enter an atmosphere safely.
 Loss of an engine will reduce performance of fighter by one half, loss of both engines from accelerate or decelerate beyond 5% of normal (This is using maneuvering thrusters) and fighter will crash in an atmosphere. Loss of the Boost Thruster will prevent the fighter from going above cruise acceleration.
 Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an atmosphere, the fighter will crash
Driving on the Ground: Not Possible.
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed of light. Fighter can accelerate/decelerate at the rate of 1.2 percent of light per melee maximum (Standard is 0.8 percent of light per turn).
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can reach a top acceleration of 7.5 G but standard is 5.0 G to conserve fuel.
Atmospheric Propulsion: Both Version: The fighter can achieve escape velocity (Mach 32.6 / 25053 mph / 40320 kph) but normally operates at Mach 6 (4620.4 mph / 7430.2 kph) or less.
Maximum Range: Both Versions: the fighter has enough fuel for 528.2 hours (22 days) of standard performance. If fighter is operating at maximum performance, divide fighters range by four. Fighter uses hydrogen for fuel for a fusion reactor. The fighter can operate with engines on standby to increase fighters range. Fighter has supplies for pilots for 1 week.
Length: 39.1 feet (11.9 m)
Height: 10.8 feet (3.3 m)
Width: 48.3 feet (14.7 m)
Weight: 23.8 tons (21 Metric Tons) unloaded
Power System: Fusion power supply with a 22 day duration at normal output. Fusion power supply can run life support without any thrust for 2 years although rations and water will have long run out.
Cargo: Small Storage Space, used for emergency equipment and weapons.
Market Cost: 18 million credits to build.
- Twin Turbolaser Cannons: These cannons are mounted on either
side of the fighters between the main body and the wings of the Raider.
They are slightly less powerful than those mounted on some of the newest
C.A.F. Starfighters but are still very effective. The cannons only fire
individually if one of the cannons is destroyed.
Maximum Effective Range:
- Phase World Version: 800 miles (1,290 km) in space and 8 miles
(12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
- Two (2) Anti-Ship Missiles: There are two separate descriptions
of these missiles. They are mounted on the underbelly of the fighter when
they are used and are used against large targets. Missiles have penalties
to hit small targets but are all considered smart missiles.
Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead is at -25% to be detected.) See Modified starship rules for more details
Moderate Version: The description of these are close to that used for conventional cruise missiles. Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
Maximum Effective Range:
- Phase World Version: Powered torpedo range is 8000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Use new missile/bomb tables).
Rate of Fire: One at a time or in volleys of 2 or 4
Payload: 4 Missiles (Effectively Cruise)
COMBAT BONUSES: The Cylon Raider is not as maneuverable as Colonial Vipers. Use the Phase World Starfighter combat (Elite or Basic) skill although the standard Cylon pilot only has basic. These bonuses/penalties are in addition to those from the piloting skill.
- -1 to initiative
+1 to strike with Turbolasers
-1 to dodge
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Image is from Battlestar Galactica Wiki.
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 1998 & 2013, Kitsune. All rights reserved.