ASB-6Ø1 Cylon

An XASB-6Ø1 Cylon during early testing.
The Cylon Bomber is the singly most feared of Space Bombers in the Galaxies; While not as maneuverable as fighters, they attack in formations as large as 5ØØ, and can be launched from either planetary bases or starships.
For self defense, the bomber is armed with two laser cannons beside the pilots cockpit as its main weapon system. The bomber’s main armament, however, 12 long range cruise missiles for missions against capital ships, space stations, and cities. Missiles are carried in bomb bays on the underbelly of the craft.
Note: The discus shape of the craft is why I did NOT include wings in the M.D.C. By Location.
Model Type: ASB-6Ø1 Cylon
Vehicle Type: Formation Medium Bomber
Crew: Two; Pilot and Payload Specialist (bombardier, auto cannons, etc).
Passenger: None. Ever.
M.D.C By Location:
Fuselage-
Reinforced Pilots Cockpit-
Engines (3)-
6ØØ
2ØØ
5Ø each
Laser Cannons (2)-
Tailerons-

3Ø each
None; The craft has NO tailerons, ailerons, etc.
Note: Usual conditions apply.

Speed and Statistical Data:

Driving on the Ground: Not Possible.
In-System: Mach 25
Atmospheric Propulsion: Mach 8. It can still launch from a planet using grav pods.
Maximum Range: The ship can fly for literally YEARS; But the pilot cant. Since there is no on-board fuel, there’s no technological limit to range; Secure the reactor system when the engines aren’t necessary.
Length: 4Ø feet.
Height: 11 feet.
Width: 5Ø feet 4 inches.

Weight: 3Ø tons.
Power Systems:
Primary: An MH/d-6Ø4A Fusion Reactor System (non-Protoculture); Output: 5Ø,ØØØ KWH; Lifespan: 2Ø years.
Secondary: A pair of solar sails can be erected for running power for an unlimited period of time; The ship can even fight on that kind of power for 1 full melee, but the power plant must be back on line by that time. (The power plants are usually kept on stand-by power anyways.)
Cargo: Pilot supplies only.
Cost and Availability: 2Ø million credits; It takes an average factory 2½ months to build a wing’s worth (12 ships).

Weapons Systems:

1. 12 L.R.M. or M.R.M.’s: Primarily for destroying warships at longer ranges. It’s primarily employed when an enemy fleet is first sighted to drive them apart, making them easier to pick off individually.
Purpose: Anti-ship
Damage and Range: Varies by type used.
Rate Of Fire: 1 volley; Both missiles are fired together.
Payload: 2 total.

2. Aerial Mines: Up to 36 Aerial mines of any type can be carried. They are used to seed an area with anti-material capabilities.

3. Twin Forward Laser Cannons: Basically a cut-down version of the Raidar X Laser Cannon; The damage is the lower (because there’s only two cannons), but the range the same.
MD: Per barrel: Short Blast: 1D1Ø; Long Blast: 2D1Ø; Maximum Blast: 3D1Ø.
Range: 1Ø miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: Effectively Unlimited.

4. Rear Laser Cannons: A rear-mounted laser cannon, exactly the same as the forward cannons. Used to discourage fighters.
MD: Short Blast: 1D1Ø; Long Blast: 2D1Ø; Maximum Blast: 3D1Ø.
Range: 1Ø miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: Effectively Unlimited.


Optional Alternate Armaments:
1a. Forward Ion Cannons:
Developed specifically for use by the Patrol, the ion cannon is the stun gun for spaceships; Normal damage, therefore, doesn’t exactly apply (see Effect). One or both Lasers can be replaced with these weapons.
Effect:
Against material: Roll on the following table:
Ø1-6Ø: Ships is dead in space; It will be drawn to the nearest gravity well (planet). The engine is completely dead, and can not be repaired. The ship must be abandoned.
6Ø-9Ø: The ships is restricted, roll again:
    Ø1-5Ø: Ship is sluggish; ½ attacks per melee, and pilots, crew, etc are ½ to all applicable skills (i.e. pilot: spaceship of 85% now is 42%, rounded down).
    Ø1-51: Ship is DIS (dead in space); It will take 1D4 hours to repair the ship IF parts are available, or 1D4 minutes to jerry-rig the ship.
91-ØØ: MIRACLE; The blast had no effect! GM selects a non-drive system to destroy (that systems somehow grounded out the entire blast). Note: The fighters can still fire again.
Against Personnel: Will stun anyone not wearing environmentally sealed body armor, and has a 6Ø% chance of stunning those that are. Spacesuits, rubber suits, etc also provide sufficient protection.
Range: 2Ø miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: 2 blasts every other melee; It needs time to repower.

Features:

  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add
    +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
    51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction
    (may lock onto another target).
    76-ØØ No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • A.J.P.: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is only mounted inside the port tailerons.
  • T.D.P. (4): Towed Decoy Pods. Located on the ventral fuselage. The fighter can carry a pair of special pods that carries four advanced towed decoy drones. These drones are specially designed radar lure that creates a radar image to mimic the fighter. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
    M.D.C.: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 16 Decoys total.
  • Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1Ø miles; Magnification: 4ØX
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD and HDD. 5Ø hours of recording available.
  • Survival Pack: A pack of simpler emergency survival supplies.
¿WHAT THE FUCK DID YOU DO, THAT THE UGC’S GUNNING AFTER YOU?
An ASB-6Ø1 Cylon Bomber Squadron; It is rare, though hardly unheard of, to see this many this closely
together, but this is the only known pic of this many this closely together witout a single Viper or other Fighter Cover.

Combat Bonuses from ASB-6Ø1 Cylon Aero-Space Bomber Combat Elite:
  • 1 additional attack per melee.
  • One additional attack per melee at levels 5 and 1Ø.
  • +2 Strike with missiles (ground targets/ships only).
  • +2 Parry, Dodge, and Roll.