Cylon Centurion (Battlestar Galactica - Re-Imagined):
The Cylon Centurion is the basic unit of the Cylon ground forces and fills a similar role to previous models. These new units have longer and more flexible talon like fingers with multiple joins. These Cylons are far fiercer than the original Centurions and are capable of moving extremely fast running as a biped and is extremely capable of jumping over obstacles. Power is provided by high efficiency batteries which give the Centurion the ability to operate for ten days without needing to recharge. As robots, Cylons do not need an atmosphere and can operate in space without any limitations.
The hands can retract so that a double barreled automatic projectile weapon extends from either side and over the arm, a larger weapon for harder targets. The light guns fire a 4 mm projectile and fire rapid barrages similar to a Gatling weapon. Each barrel has 100 rounds of caseless ammunition. The heavy weapon fires a 15 mm projectiles while is normally a heavy ramjet projectiles. These rounds are also caseless an the Centurion only carries four rounds of this ammunition per weapon arm. A single Centurion can be an extremely for even a squad of Colonial marines. To conserve ammunition, the centurions can use their hands like claws. They also have been know to use mortars in combat and are often support on the ground by heavy Raiders.
Like the original Cylon Centurions, the new models have a single eye window with red beam which travels from side to side. While the original Centurion eye slit was a straight line, the new eye window in a “V” pattern. The centurions are extremely tall compared to most humans, standing over two meters in height. They body is constructed from matt grey alloys.
In addition to being heavily armed, the Cylon Centurions carry enough armor to make killing them extremely hard with small arms although they are not build to survive heavy weapons such as crew mounted weaponry and the weapon on small craft such as Vipers. In battling a boarding party onboard the Galactica, the crew resorted to using explosive rounds to take them down.
The Cylon Centurions do not speak and they are not equipped with a vocalization system. Still, they are programmed to understand most Colonial languages and dialects. The Centurions communicate with each other using a computer networking system and can communicate with other Cylon units such as fighters and Basestars in the same manner.
It is ironic that the new Centurions are not sentient unlike they predecessors and the Centurions rely completely on their programming. This was done by the new humanoid Cylons to prevent a robotic rebellion similar to the one the Cylons themselves originally orchestrated. As well, the Centurions are programmed to not harm any of the 12 humanoid Cylon models and they cannot distinguish one copy from another. If a Centurion is ordered to terminate a humanoid Cylon model, they can do so and can also be ordered to erase their logs to prevent discovery of the act or unit knowledge of the act.
Since the Cylon Centurions are not sentient, their core information is not downloaded when they are destroyed. As a result, the Centurions do not learn from multiple experiences and they can be considered relatively simple soldiers. Still the Cylons can perform a variety of roles in the service of the humanoid Cylon models. They can also work together as units due to their networking.
One of the more common Colonial nicknames for these new Cylon Centurion is "Bullethead." The original Cylons were often called "Toasters."
M.D.C. vs S.D.C.:
The New Battlestar Galactica universe uses small arms similar to modern small arms although specially designed rounds are available for the weapons (Treat as Wellington Ramjet Ammunition for damage purposes.) As a result, the Cylons should be treated as S.D.C. objects. The Cylons Centurions should be treated in this manner in any game universe where small arms mostly inflict S.D.C. damage. In a game universe where most small arms, the Centurions should be converted to M.D.C. In that case, divide all hit locations by five when converting to M.D.C. This can be explained by assuming new materials being discovered or be already assumed to be M.D.C. structures.
Model Type: Cylon Centurion
Vehicle Type: Fully Automated Combat Robot
Crew: None; artificial intelligence
Damage By Hit Location: | S.D.C.: | M.D.C.: |
4 mm Automatic Weapons (4, 2 each hand): | 4 each | 20 each | |
15 mm Heavy Ramjet Weapon (2, 1 each hand): | 5 each | 25 each | |
Hands (2): | 50 each | 10 each | |
Arms (2): | 150 each | 30 each | |
Feet (2): | 75 each | 15 each | |
Legs (2): | 250 each | 50 each | |
[2] Sensor Eye | 50 | 10 | |
[3] Head: | 200 | 40 | |
[4] Main Body: | 500 | 100 |
Notes:
[1] These are small and difficult targets to strike, requiring the
attacker to make “Called Shot;” but even then the attacker is -4 to strike.
[2] Destroying of the sensor eyes destroys all forms of optical sensors.
Under these conditions, the Centurion will be at -9 to strike, parry, and
dodge. The only sensor systems the Centurion has is through sound and motion
sensors. Note: The eyes is a difficult target to hit and requires
a strike role at -4 to hit with a called shot
[3] Destroying the head of the robot will eliminate all optics and
sensory systems. In most cases, the robot shuts down as a safety feature.
However, in some cases, about one in ten, the robot continues to fight,
blasting blindly until its ammunition is expended and even then it will
continue to grope around, lashing out and hitting anything it touches.
Under these conditions the robot enjoys no combat bonuses to strike, parry,
or dodge! Note: The head is a small and difficult target to hit,
especially on a moving target. The head requires a called shot and requires
a strike role at -2 to hit.
[4] Depleting the M.D.C. of the main body will effectively destroy
the Centurion, shutting it down completely/useless.
Speed:
Running: 40 mph (64.4 km) maximum. Note that the act
of running does NOT tire the robot and speed can be maintained indefinitely.
Leaping: In addition to running, the Centurion is designed for
leaping. The Centurion can leap up to 6.6 feet (2 meters) upwards and 13.1
feet (4 meters) across.
Maximum Effective Range: 10 days (240 hours) on internal batteries.
Statistical Data:
Height: 6.56 feet (2.0 meters)
Width: 2.62 feet (0.8 meters)
Length: 2.13 feet (0.65 meters)
Weight: 440.9 lbs (200 kilograms)
Physical Strength: Equal to a P.S. 30 (Treat as Robotic Strength
if Cylon Centurion is treated as M.D.C.)
Cargo: None
Power System: Internal batteries (10 days of continuous use)
Market Cost: 1.5 million credits to construct
Weapon Systems:
- Two (2) 15 mm Heavy Ramjet Weapon: Mounted on the top of
each wrist of the Cylon Centurion and hands retract when the weapon is
fully extended. Ammunition is caseless. The weapon is generally used against
hardened targets and has limited ammunition. The weapon is not powerful
enough to be effective against targets such as tanks and other heavily
armored targets. Both arms cannot be combined together for greater damage.
(Treat as similar to the Triax Pump Pistol Cartridge if Cylon Centurion
is treated as M.D.C.)
Maximum Effective Range: 1,312.3 feet (400 meters)
S.D.C. /Mega Damage: 1D6 M.D.C. per round (4D6 M.D.C. if Cylon Centurion is treated as M.D.C.)
Rate of Fire: Single Shot Only (Cylon Centurion has five attacks per round)
Payload: 4 per arm for 8 total - Four (4) 4 mm Automatic Weapons: Comparatively short ranged
and used in a similar way to modern Submachine Guns. Mounted on the sides
of the wrists, the weapons extend when being used and the fingers retract.
Fires 4 mm caseless ammunition. This weapon is primarily used against soft
targets such as in anti-personnel roles. Used in this role, the light weapons
can be highly effective. Both weapons in a hand can be combined for greater
effect but the weapons in individual hands is not designed to be linked
(Treat as light ramjet ammunition if Cylon Centurion is treated as M.D.C.)
Maximum Effective Range: 656.2 feet (200 meters)
S.D.C. /Mega Damage: 5D6 S.D.C. per round with a burst of 4 rounds inflicting 2 x damage, eight rounds inflicting 4 x damage, ten rounds 5 x damage, and twenty rounds inflicting 10 x damage. Look up revised burst fire rules for further details. (if Cylon Centurion is treated as M.D.C.: 3D6x10 S.D.C. / 1 M.D.C. for a single round, burst of 4 inflicts 6D6x10 S.D.C. / 2 M.D.C., burst of eight inflicts 1D6 M.D.C., burst of ten inflicts 2D4 M.D.C., and a burst of twenty inflicts 4D4 M.D.C.)
Rate of Fire: Aimed, Burst, or Wild (Cylon Centurion has five attacks per round)
Payload: 100 rounds per barrel for 400 total - Hand Held Weapons: Hand held rifles and other normal weapons can be substituted in an emergency or as a back-up weapon. Cylon Centurions are known to use mortars as indirect fire weapons.
- Hand to Hand Combat: Rather than use a ranged weapon, the
Cylon Centurion can engage in hand to hand combat using its fists or its
hands as claws. Considered to have Hand to Hand Expert and five attacks
per melee round.
Punch: 2D6 +15 S.D.C. (1D6 M.D.C. if Cylon Centurion is treated as M.D.C.)
Kick: 2D6 +15 S.D.C. (1D6 M.D.C. if Cylon Centurion is treated as M.D.C.)
Hand Claw Strike: 4D6 +15 S.D.C. (3D6 M.D.C. if Cylon Centurion is treated as M.D.C.)
Bonuses: Include all bonuses from programming, robotics and sensors. Gives +2 to strike with an automatic rifles and internal weapons (see W.P. skills), +5 to strike on an aimed shot, + 4 to strike with claws or hand to hand attack (punch, kick, etc.), + 5 to parry with fists/arms, + 7 to parry with claws, +6 to dodge, +4 to parry and dodge attacks from behind (motion detectors), + 2 to roll with impact or fall (no pull punch), critical strike on natural roll of 19 or 20. Impervious to poison, gas, and biological agents, as well as psionic and magic mind control, charms, and bio-manipulation. See sensors for optical capabilities.
Sensor Systems of Note:
- Optics: The Cylon Centurion have full optical systems, including the visible light spectrum, infrared, ultraviolet, and polarization, passive night vision (light amplification), thermo-imaging, laser targeting, and telescopic. Telescopic optics function like built-in binoculars with a range of about two miles (3.2 km). All the other optic systems have a range of about 3000 feet (914 m).
- Motion Detector: 100 foot radius (30.5 meter), adds to ability to parry and dodge (see bonuses).
- Radio Communication: Medium range directional radio for coded messages between Centurions. Range: 10 miles (16 km). Can also scan and communicate via code on conventional radio channels/frequencies; same range. Can also eavesdrop on enemy transmissions and track transmissions (60% success level) to their source. Range 10 miles (16 km). Note: Understands all Colonial Languages and Dialects but cannot speak.
- Skill Programs of Note: Combat skills: W.P. knife, W.P. blunt,
W.P. automatic rifle, W.P. automatic pistol, W.P. heavy rifle, W.P. paired
weapons: means can use two hand-held weapons or claws in one simultaneous
attack (double damage, counts as one attack/melee action) or attack with
one and parry with the other. Hand to Hand: Expert equal to 8th level skill
(See number 4 for bonuses). Other skills: Pilot automobile 96%,
pilot hovercraft 96%, radio: basic 96%, intelligence 76%, land navigation
86%, climb 96%/86% (4 x faster than the average humanoid). Languages include
all Colonial languages, each at 96%; basic math 96%.
Programming and memory enables the Centurion to identify all Colonial military ranks, uniforms, insignia, soldiers, weapons, and equipment. The Centurions database also includes the location of all military bases and identification for all Humanoid Cylons. Programming prevents the Cylon Centurion from hurting humanoid Cylons except when specifically ordered to. Combat programming directs the actions and reactions to encounters and attacks.
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