Cylon Stalker (3k)

Cylon Stalker (20k)

Space is big, and as powerful as the Cylon Empire is, if someone wants to hide, then it is generally quite easy for them to do so. There are not enough Raiders - let alone Baseships - to adequately patrol what space the Empire has, without committing forces to search for someone that does not want to be found.

Thus the Cylon Empire has come up with an alternative to sending patrol ships everywhere in the galaxy. They came up with the Stalker Remote Probe.

The Stalker is an oversized fighter sized craft, fully robotic in nature. It is equipped with powerful engines (including hyperspeed engines) and a full array of sensors designed to help it in its task of patrolling and searching. The robotic brain is powerful (much better than a standard Silver Centurion brain) can be programmed with a wide range of search parameters. When these parameters are found, the Stalker then communicates its findings with the nearest Cylon ship, which then taps into the Information Network and sends this information on to those who need to know. The Stalker itself is not designed for combat (having only a single turbolaser turret for defence) and in a situation where combat seems likely, will choose flight over fight. In extreme cases, or if the ship was about to be captured, the Stalker will employ a self-destruct option which will automatically be activated. Since their inception, not one has been captured by Colonial forces.

Being fairly limited in nature, the Cylons have managed to build hundreds, if not thousands of these vessels, and they can be encountered everywhere, in all parts of space searching for new civilisations, threats or Colonial Fleets.

In game terms, the Stalker has only very limited value as a unit. However, scenarios could be built around a Stalker having to return to base with valuable information about Colonial Fleets. The Colonials could be trying to shoot the machine down, while the Cylons would be trying to defend the craft from such an attack. Terrain, such as asteroids, would make the engagement all the more interesting.

The Stalker was discovered from the Marvel Comics, number 23 and is used without permission.

 

Annex Extracts (2k)

Master Fighter Chart Extract:

TypeSpeedWeaponsDamageBPVDFRYearNotes
Stalker Remote Probe181x P3 - 360o1057100Scout Sensor

A Stalker is treated as being a Cylon Large Fighter. The Stalker is crippled when it is reduced to 3 points of damage. When crippled, the craft loses its ECM, scout sensor, hyperspeed engines and any special equipment (like an Ambush field).
The ship has 3 points of ECM, which is always active.
The vessel is equipped with a very limited scout sensor. This may be used for detecting ambush and camouflage fields and for determining tactical intelligence only. It may not be used to generate EW points at all. Treat the Stalker as a Wraith Raider for all scout rules, with the exception that for (D17.0) Tactical Intelligence, the Stalker is treated as being a Ship.
Some Stalkers are able to generate a 1 hex, strength 1 Ambush field. This increases the cost of the Stalker to BPV 9. A Stalker is not allowed to create the field during a scenario, but it might be up when the scenario starts. A Stalker has the power to keep this field up indefinitely.
If the Stalker is crippled and looks like it might be captured (a Colonial Ship ends up in the same hex as the crippled Stalker), then it will self-destruct. This is automatic and outside any players control. The explosion strength is 2 points.

The Stalker has a hyperspeed multiplier of x1.