Cylon Republic (Kobolese Confederation). | ASB-601 Cylon Theater Bomber. | Cylon Republic (Kobolese Confederation). |
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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 500, and can be launched from | ASB-601 Cylon Line Drawing. |
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either planetary bases or starships. For self defense, they are armed with two laser cannons beside the cockpit as its main weapon system. The bomber's main armament, however, is a modified L-35 Rail Launcher capable of launching up to 25 long range cruise missiles for missions against capital ships, space stations, and cities. Missiles are carried in what used to be bomb bays on the underbelly of the craft (the L-35o is a recent innovation, but the fleet has been completely converted over).It was the primary attack craft of the Cylon Republic (a "breakaway" colony of the Kobolese until they were brought back in line). Under their ownership it had a three man crew (according to the surviving records), two in front to control the ship, the Third on a raised seat behind them to command. Under Kobolese Royal Empire it was slimmed down to a crew of two and usually accompanied by fuel tankers (KC-200/CAPRICA-Class Refuelers), allowing them to cross large areas of space with a minimum of capital ship assistance.The Spacy uses it extensively as a Medium Bomber, a role to which it is QUITE adept; The upgrade of installing the L-35o rail launcher has given it a devastating ability to destroy whole continents in and of itself. This helped to end the Global Civil War, but not without proving the resolve of the Council; The "City State World" of Yahnis III felt the full wrath of the Cylon Bomber, as every single city was destroyed by reflex weaponry.It took 4 ships- One outfitted as a fueler.The ASB-601 will remain in service for the forseeable future.Model Type: ASB-601 CylonVehicle Type: Formation Medium BomberCrew: Two; Pilot and Payload Specialist (bombardier, auto cannons, etc).Passenger: None. Ever.M.D.C By Location: |
Fuselage- Reinforced Pilots Cockpit- Engines (3)- | 600 200 50 each | Laser Cannons (2)- Tailerons-
| 30 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: 40 feet. Height: 11 feet. Width: 50 feet 4 inches. Weight: 30 tons. | Power Systems:Primary: An MH/d-604A Fusion Reactor System (non-Protoculture); Output: 50,000 KWH; Lifespan: 20 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: 20 millioncredit; It takes an average factory 2.5 months to build a wing's worth (12 ships). |
Weapons Systems: |
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1. L-35o Rail Launcher: A modified version of the L-35 Rail Launcehr, the L-35o is designed to launch either the last stage of an LRM (of up to 08 independent re-entry vehicles) or, with an adaptor kit (installation takes 5 minutes) normal MRM'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: Planetry Defense/Bombardment/Anti-Ship. Damage and Range: Varies by type used; MRM or LRM. Rate Of Fire: Twice per melee. Payload: 25 Warheads. Bonus: Triples the normal range of the missile and adds +3 to strike.
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. Purpose: Anti-Ship/Fighter. Damage: Varies by type used; Equal SRM or MRM. Range: Can detect a craft up to twice the blast radius. Blast Radius: Varies by type used. Rate Of Fire: Twice per melee. Payload: 40 mines.
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: 1D10; Long Blast: 2D10; Maximum Blast: 3D10. Range: 10 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: 1D10; Long Blast: 2D10; Maximum Blast: 3D10. Range: 10 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:01-60: 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.60-90: The ships is restricted, roll again:01-50: Ship is sluggish; 1/2 attacks per melee, and pilots, crew, etc are 1/2 to all applicable skills (i.e. pilot: spaceship of 85% now is 42%, rounded down).01-51: 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.91-00: 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. Range: 20 miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: 2 blasts every other melee; It needs time to repower.
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Features: |
- ESM: Radar Detector. Passively detects other radars being operated.
- Radar: Combat grade radar. Range 100 miles, can track up to 50 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 04 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 20% against smart missiles (add +20% to rolls for smart missiles).
- Effect:
- 01-50 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).
- 76-00 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: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
- GPS: Standard tracking device. Ties into the Blue Force Tracker.
- Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (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.: 5Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.Range: Released to go wherever it wants. Can fly independently for about 30 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: 10 miles; Magnification: 40 times 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 500 miles. Specific range can be adjusted in 1 mile increments. Video Camera: Records from the HUD and HDD. 50 hours of recording available. Survival Pack: A pack of simpler emergency survival supplies.
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An ASB-601 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 without a single Viper or other fighter cover. |
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Combat Bonuses from ASB-601 Cylon Aero-Space Bomber Combat Elite:- 1 additional attack per melee.
- One additional attack per melee at levels 5 and 10.
- +2 Strike with missiles (ground targets/ships only).
- +2 Parry, Dodge, and Roll.
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An XASB-601 Cylon During Early Testing. |
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