Starfinder: Classic Cylon Commander

Chris Van Deelen

Classic Cylon Centurion Commander Combatant CR 6 XP 2,400

Neutral medium construct

Init +7; Senses: Low-light vision 60 ft.; Perception +13


Defense                                                             HP 90

EAC: 18; KAC: 20

Fort: +6; Ref: +6; Will: +3

Immunities: construct, unliving



Speed: 30 ft.

Melee: Two gladius slashes +13 (1d8+12)

Ranged: Laser rifle +13 (2d6+8 F Crit burn 1d6)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Hatred



Str +6; Dex +3; Con -; Int +2; Wis +0; Cha +0

Skills: Athletics +13, intimidate +18, pilot +18

Feats: Coordinated shot, bodyguard, improved initiative

Other Abilities: Call reinforcements, command bolster, laser proficiency

Languages: Common, Cylon



Environment: Any

Organization: Solitary but always with a minimum of 6 centurions.


Special Abilities

Call reinforcements (Ex): As a full round action, the Commander can request reinforcements. 2d4 regular centurions will arrive within 1d6 rounds of this request being sent. The commander can use this ability once per hour, up to 4 times a day.  

Command bolster (Ex): The elite of the Cylon centurions, the Commander is able to rally all Cylon Centurions within 100 feet by issuing commands via an electronic link. This is a full round action, and when the Commander does so, all centurions in range will gain a +2 to both EAC and KAC and have their movement increased by 5 ft. Also while under the influence of the command bolster, centurions gain the deadly aim feat.  This translates into a -2 to hit, but the affected units gain +4 damage (which will stack with hatred). This lasts for 1 minute and can be used once per hour, and can effect up to 6 centurions at once. Also because the Commanders are typically more intelligent than the average Centurion, they will use tactics, taking control of the other centurions, making them use cover, suppressing fire, ensure they flank, concentrate fire on a single target and so forth.

Hatred (Ex): The Cylon robots have a built-in hatred for all biological creatures, and as such, they gain a +2 to hit, and +2 damage. 

Laser Proficiency (Ex): When using any type of laser weapon, they gain +2 to damage, and any critical hit has the DC increased by +2.


Centurion commanders are considered to be the elite of the centurion line. They appear to be identical models to the other centurions, with one major difference – the metal is a burnished gold instead of chrome. These units have full control over all centurions, and are able to give them orders and command them to use tactics with each other.

The voice modulation tends to be lower in pitch, and they are more intelligent than the other centurions. They tend to show more emotions and have a wider range. They are also fully capable of engaging in dialogue, even with the hated organics, but do so only to gain any possible advantage.

With the few exceptions noted above, the Commanders are identical in every aspect to the standard centurion, although they are more durable and able to withstand more punishment.

These commanders lead from the rear, always sending the centurions ahead. They do not simply sacrifice the centurions though – they give them direct commands, make them use the terrain to their advantage and use cover. They are always careful to ensure that the individual centurions fight to their fullest capability.

Strangely enough, when given the opportunity, the Commanders like to get up close and personal in combat, and prefer to use the gladius-style swords they are armed with. It is not unknown for the commanders to engage colonial warriors in a one on one duel to the death, with the condition that if the Colonial warrior manages to beat the commander, they are allowed to live.  It is exceedingly rare for a warrior to best the commander, the centurions will honor the commander’s word and allow the warrior to leave unscathed.

All centurions will follow a commander’s word to the letter, never failing to carry out a command given by these units.

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