[Spoilers abound, so gamers in my campaign, don’t read this post!]

Of course the Cylons were never coming back…they’ve been gone, what, 40 years or more? We’re much more careful with our programming of the robots the government allows us to build, our networks are robust with excellent firewalls and virus-sieves. Why worry?

Here’s a few ideas for infiltration the Cylons might try in addition to the Command Navigation Program — I envision a society that is on the verge of making the exact same mistake they made a few decades back. Roslin, in the show, wants to network computers, Baltar is being interviewed about lifting a ban on artificial intelligence research, Pegasus had a lot of automation…it’s a modern world with ubiquitous computing, self-driving cars, expert system computers (but not sentient.) And much of that stuff is accessible via the various planetary datanets. You can see what I’m getting at (read Robopocalypse for a better idea of some things you can do to cause mayhem when the Cylons strike…)

The new combat Centurions (new show style)  are just as they are in the core rulebook, but I added the trait Enhanced Perception d4 — my Cylons are going to have IR and enhanced hearing…just to make them that much more dangerous. They also gain a Perception skill of d4.

They won’t be the only machines on the battlefield:


These are six-legged non-sentient surveillance robots designed to enter structures or hazardous areas and provide data to the centurions. (Think the spider bots from Minority Report.)

Agility d10   Strength d6   Vitality d6   Alertness d8   Intelligence d4   Willpower d4; Life Points 10, Armor 2W, Initiative d10+d8

Traits: Enhanced Locomotion d4 (can climb wals, etc.), Enhanced Perception (IR, UV, other sensors) d6

Skills: Athletics d6, Covert d6, Perception d4

Bugs — the Cylons employ various artificial insect-like critters to do surveillance. On their own, they are not particularly dangerous other than they are wirelessly connected to the centurion units running them, but in a swarm, their bites can do some damage.

Physical d2 Mental d4; Life Points 4, Armor 1W, Initiative d2+d4

Traits: Swarm (d2S damage per/10 bugs attacking)

Skills: Athletics d4, Perception d4

Motocenturion — out of an urban environment or if speed is needed, the bipedal design is impractical, hence the hybrid centurions created to operate off-road or in difficult environments. The following represent a motorcycle hybrid (think the Terminator motorcycle terminators.)

Agility d6   Strength d10   Vitality d10   Alertness d6   Intelligence d6   Willpower d8; Life Points 18, Armor 2W (no physcial stun), Initiative 2d6, Speed 150mph

Traits: Reconfigurable d8 (motocenturions are two-wheeled, but they can raise their torso section from the engine frame and use their arms); 7mm machineguns in arms (d8W, autofire, 250 rnds each.)

Skills: Athletics d6, Guns d6 (machine gun d8), Perception d4

There is a tracked version that has the same stats as the new centurions, and they can operate in wooded and hilly conditions better than the regular bulletheads, but they are badly designed for urban environments (stairs, etc.)

Phalanx — this is a tracked tank/APC hybrid that, like the heavy raider, is a Cylon itself. It can carry six centurions or two motocenturions, plus a ton of gear. It has a 105mm main gun and a 7mm machinegun for personnel suppression. It uses reactive armor making it one tough bugger. these often operate as command and control elements for centurion fire teams assigned to it. It is vehicle scale for damage purposes.

Agility d2   Strength d12   Vitality d12   Alertness d6   Intelligence d6   Willpower d10; Life Points 22, Armor 6W, 4S, Initiative d2+d6, Speed 80 mph

Traits: Enhanced Perception d4, 105mm cannon (d12W, 40 rnds), 7mmMG (d8W [personal scale], 500 rnds)

Skills: Athletics d4, Discipline d6, Heavy Weaponry d6, Perception d6

Next up, the humanoid Cylons…