Military Forces and Occupational Breakdown

Old Centaurs					New Centaurs
Rogue Scholars					Cyber Knights
Rogue Scientists				Cyber-Taurs (new O.C.C.)
Wilderness Scouts				Cyber-Docs
Body Fixer					Headhunters
Forest Walkers (new O.C.C.)
* this does not show the various jobs each of these Centaurs have, such as baker, pub
owner, etc.

Military Power
  -remember, each centaur is trained in military arts and can be called at any time, thus      
   they are included in the total force
 2250 Cyber-Centaurs:
	  100 Cyber Knight Defenders
		-approximate level: 1D6+1
	 1200 Cyber-Taurs
		-approximate level: 1D4+2
	  950 Headhunters
		-approximate level: 1D4

2750 Centaurs:
	  900 Forest Walkers
		-approximate level: 1D6+2
	 1000 Wilderness Scouts
		-approximate level: 1D6+1
	  850 Rogue Scholars, Scientists, Body Fixers
		-approximate level: 1D6+1

Military Rank Structure
	Color coded rank was to be used because it offered easy to spot rank for anybody
from a distance.  The names of the centaur are used, except in formal situations or when
addressing anyone higher than Greater Blade.  Equivalents are given for the human company
of Coalition soldiers present.  The centaurs answer to both titles.

Color					equivalents
Hunter Green- no official title		-private
Beige- Shield				-sergeants
Maroon- Greater Shield			-lieutenants
Navy Blue- Blade			-captains
Black- Greater Blade			-majors
Purple- demi-god denotation		-warrant officer
Silver- Shield Master			-colonels
Gold- Arms Master (only one)		-generals


Integrated Melee Combat Arms
	The integrated melee combat arms were designed around, as the name would
suggest, typical melee weapons.  They are designed with three purposes in mind.  The
first purpose is that of their namesake, to be a melee weapon, capable of damaging
mega-damage armors.  The second purpose is to be a long range weapon.  The third
purpose is to design a weapon that would not be readily accessible to the enemy should it
fall into their hands.  To meet these ends, Krion Industries evolved the Krion Integrated
Melee Arms, or KIMA (pronounced kee-ma) for short.
	The first purpose is achieved using a simple procedure that engages an ion field
that surrounds the bladed end or striking blunt end of a weapon.  This field fluctuates and
pulses between negative and positive.  Thus, when the field strikes another surface, it
breaks down the ionic bonds that hold the armors together.  This field is perfect for
destroying armors and vehicles, literally hacking off pieces and destroying large chunks
at a time.
	The second purpose has been realized by placing a ion blaster (or laser if
preferred) on the weapon, typically near the handle or blade.  This weapon taps the
energy supply of the weapon and is used as a long range attack device.
	The third purpose is what gives the weapon system its name.  On the handle of
each weapon is a neural plug port.  This port serves a dual purpose.  First, it connects the
distance weapon to the cybernetic imaging systems and allow for targeting system
bonuses.  The second purpose is to feed the weapon’s energy needs directly from the
power supply of the ‘borg.  Without the necessary port, if the weapon falls into the hands
of the enemy, there is no way to feed the weapon and raise the ionic field or fire the
distance weapon.

Weapons
1) KIMA-1: This weapons is designed to appear as a staff with a split spear head with
the range weapon mounted in between the two blades.
	Weight: 20 pounds (9 kg).	
	Damage: 3D6 M.D. when energized, 4D6 S.D.C. plus P.S. when not
		  can fire an energy blast doing 1D4x10 M.D. (ion) or 5D6 M.D. (laser)
		  per blast 
	Range: 1600 feet (305m) per blast
	Payload: twenty shots per hourunless connected to the internal power supply
	Rate of Fire: equal to attacks per melee	

2) KIMA-3: This IMA is a wicked looking two-handed sword with a five foot (1.5 m)in
length.  The ranged weapon is mounted above the hilt and projects dow along the blade.
	Weight: 25 pounds (11.25 kg)
	Damage: 4D6 M.D. when energized, 4D6 S.D.C. plus P.S. when not, can fire an
		  energy blast doing 1D4x10 M.D. (ion) or 5D6 M.D. (laser) per blast
	Range: 1600 feet (305m) per blast
	Payload: twenty shots per hourunless connected to the internal power supply
	Rate of Fire: equal to attacks per melee	

3) KIMA-5: This weapon is a viscious single bladed axe that projects the ranged weapon
along the spine of the axe.
	Weight: 25 pounds (11.25 kg)
	Damage: 3D8 M.D. when energized, 3D8 S.D.C. plus P.S. when not, can fire an
		  energy blast doing 1D4x10 M.D. (ion) or 5D6 M.D. (laser) per blast
	Range: 1600 feet (305m) per blast, arrows have a range of 900 feet (274 m).
	Payload: twenty shots per hourunless connected to the internal power supply
	Rate of Fire: equal to attacks per melee	

4) KIMA-8: This is perhaps the most normal looking weapon, with the ranged weapon
mounted near the arrow release below the grip hand.  The ion field is maintained by use
of a super strong, 1600 foot (305 m) line of filament that feeds the energy to the arrow as
it is shot, much like a modern fly by wire missile.  The firer can move, but the range will
be reduced accordingly.
	Weight: 13 pounds (5.85 kg)
	Damage: 2D6 M.D. per arrow when energized, 2D6 S.D.C. plus P.S. when not,
		  can fire an energy blast doing 1D4x10 M.D. (ion) or 5D6 M.D. (laser)
		  per blast
	Range: 1600 feet (305m) per blast
	Payload: twenty shots per hourunless connected to the internal power supply
	Rate of Fire: equal to attacks per melee	

5) Sensory Deprivation Web
	See page 114 in Rifts Conversion Book One

	
Krion Bionic Combat Armor
	All combat armor is designed to resemble the ancient Greek warriors.  The helmet
is also that of the Greeks, with plumes in differing colors to denote authority.  There are
versions of this armor to fit the normal centaurs in Ixion.  The normal armor has 25% less
M.D.C. than its bionic counter-part.  The normal centaur version is not fully
environmental, but is equipped with an air mask.  The upper human portion of the armor
can be worn by super strong humans.

1. KA-12 Light Combat Armor
	M.D.C.: 100 torso; 200 horse trunk
	Weight: 300 pounds (135 kg)	Prowl Penalty: -10%
	Speed: same; armor is sleek and trim in design

2. KA-15 Medium Combat Armor
	M.D.C.: 200 torso; 400 horse trunk
	Weight: 450 pounds (203 kg)	Prowl Penalty: -20%
	Speed: reduce by 5% (10% for non-borgs); getting a little bulky

3. KA-18 Heavy Combat Armor
	M.D.C.: 300 torso; 600 horse trunk
	Weight: 600 pounds (270 kg)	Prowl Penalty: -35%
	Speed: reduce by 15% (25% for non-borgs); armor is bulky plates


Vehicles
1. KV-105 Combat Hover Sled
	This vehicle was designed primarily to get the centaurs to a destination, not
readily accessible, fairly quickly.  It was not designed to be used as a combat vehicle,
hence to low M.D.C.  There is a small mounted laser just in case.  The rider can either
stand or kneel in piloting the craft.
	Vehicle Type: Hovercraft
	Crew: One rider, one human sized passenger can ride uncomfortably
	Maximum Speed: 200 mph (320 k/ph)
	Engine: Electric
	Maximum Range: 700 miles (1120 km)
	Length: 12 feet (3.7 m)
	Weight: 1000 pounds (450 kg)
	M.D.C. by Location:
		Main Body - 120
	Weaons: One fixed laser mount
		Damage: 4D6 M.D.
		Range: 2000 feet (610 m)
		Payload: effectively unlimited, basically for every shot, 1 mile is taken off
		the vehicle’s maximum range.
		
Other Military Hardware
1) Air-space Radar Detection System
	The Air-space Radar Detection System is a large radar like device that is situated
on the roof of the House of Athena.  Surrounding this is an A.R.G. defense system and an
A.M.D. defense system (described below).  This radar is tied into all of the defense
systems around the island and is also connected with the Coalition robots via the bunkers
and computers within them.  This icreases the range of the robot’s radar and also links
the entire defense system together.
	Within the House is the mainframe computer that runs the defense system.  The
radar can track 300 targets simultaneously at a range of nearly six miles, provided they
don’t fly below it, and when located, the computer’s IFF (identify friend/ foe)
acknowledges the target.  If a hostile is detected, the computer relays the information to
the defense unit that is closest to it and commences the attack.
	For units on the ground, the radar is useless, but there is a backup.  Because of the
direct link to the robots, the computer can run off the visual identification acquired by the
robots.  This in turn is fed into the IFF and if deemed hostile, approriate actions are
taken.  There is an override switch in each of the robots, just in case the weapons
malfunction or for some other reason.  There is another one in the House.
	If the main radar dish is destroyed, a smaller one is in reserve on the House
Apollo.

Range: 6 miles, 3 miles for the backup dish.
Bonuses: +3 (+1 from the backup dish) to strike from the radar, an additional +1 from the
laser targeting on the Coalition robots.
M.D.C. by Location:
	ARDS radar dish	50 (built to withstand minor mage-damage)
	ARDS backup dish	35 (built to withstand minor mage-damage)
	ARDS combat computer (inside the House)	100 S.D.C.

2) Automated Rail Gun Defense System
	Situated around the island and atop key structures, like the Houses, are the ARG
	Defense Systems.  These batteries are tied into a computer that links with the radar
	device that scours the air space around the city and they are linked with the IAR
	Abolishers’ combat computer.

Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-personnel
Mega-Damage: burst of 30 rounds inflicts 1d6x10 M.D., cannot fire single rounds
Rate of Fire: Five bursts per melee
Maximum Effective Range: 4 miles!
Payload: Two 3000 round drums, totaling 200 bursts!

3) Automated Missile Deterrent Defense System
	The AMD Defense System is exactly like the ARG Defense System above, except
	it fires short and medium range missiles at incoming targets.

Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Armor
Missile Type: varies with type, usually fragmentation and armor piercing
Mega-Damage: varies with type, fragmentation (1d4x10) or armor piercing (1d6x10) for
short range, medium range fragmentation (2d4x10) or armor piercing (2d4x10).
Range: varies, typically 2 to 60 miles
Rate of Fire: volleys of 1,2, or 4 missiles at a time
Payload: short range carriers- 20 missiles, medium range carriers- 10 missiles

4) Automated Quad Turbo Laser Batteries
	The QTL (quittle) Batteries are the same as the ARG Defense System above.

Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Armor
Mega-Damage: individual lasers pulse for 5D6 M.D., four simultaneous pulse shots
inflict 2D6x10 M.D.
Rate of Fire: Five attacks per melee
Maximum Effective Range: 10 miles!
Payload: effectively unlimited.

TW-Illusion Generators
1. Forest Bringer- These massive generators, ten in all, create the illusion of an entire
forest covering the island city Ixion.

	P.P.E. Cost: 1000
	Spells Needed: Illusory Forest (90)
	Physical Requirement: 10  Emeralds (12,000 cr. each) plus 25,000 cr. worth of
		parts and equipment.
	Duration of Charge: 1D4 days per 100 P.P.E.
	Time to Build: 4D4 weeks
	Cost: 850,000 credits

2. Diamond Bridge- These two smaller generators power the spell needed to turn the
entire bridge invisible.

	P.P.E. Cost: 300
	Spells Needed: Wall of Not (70)
	Physical Requirement: 2 diamonds (20,000 cr. each) and 5000 cr. in parts and
		equipment.
	Duration of Charge: 1 day per 50 P.P.E.
	Time to Build: 1d4 weeks
	Cost: 300,000 credits.


Special: Coalition Forces
Colonel William Henry Lanot defended the values of the Coalition States for
nearly twenty years.  In that time, he saw the aims and morals of the States fading fast. 
He joined the Army to become a professional soldier, not to become a butcher of
innocent beings.  Colonel Lanot oversaw the recruitment of his men personally.  He only
accepted those that held similar views to his and he quickly became known as the
"Pillow Bird", a rather unflattering name given to him by his superiors because they
thought of him as a "gone soft Colonel."
After he was sent in to destroy an "enemy fortification", which was really a small
town of inhuman D-bees whose only crime was that they set up their town within
Coalition borders, he decided to make his move.  Realizing that as far north as his
company had been stationed, on the border of Minnesota, he had only the north as an
escape route.  His men eagerly jumped at the chance to head away from all the senseless
bloodshed that held so much power over the Emperor.  Each man was asked if they
would like to stay or if they would like to leave.  Not a single man left.  Feeling
especially proud of his men, he meticulously wound his way through Minnesota and
sneaked past Tolkeen defenses into the Northern Woods of old Canada.
While travelling through Canada, in the old province of Saskatchewan, his
company encountered a fledgling hive of Xiticixs warriors.  He and his men were
fighting bravely, but were losing the battle.  Hundreds of warriors plagued his two
hundred man strong company.  Several machines and men would be lost before the battle
ended.  As the sun sank deeper into the distant hills, a lone soldier spotted a glimmering
point in the ocean of blackened trees.
One after another, the points grew into large men riding upon horses.  As the men
drew nearer, the soldier saw to his surprise that they were a hybrid of man and horse. 
Within a thousand feet, the men opened fire, onto the Xiticix!  With the help of the
armored horsemen, Colonel Lanot’s company prevailed through the battle.  The leader
among the new warriors was named Parthos.  Parthos took the survivors to a city on an
island in a lake.  He introduced the Colonel to another man named Arms Master Stalcum. 
Stalcum immediately noticed the genuine soldier within Lanot and welcomed him into
the city.  Two years later, Colonel Lanot is still the Shield Master, or Head of
defense/internal affairs.  His men still are loyal to him 100%.  His company has the
following:

26 SAMAS			-they perform area patrols and are long range recon teams
10 UAR-1			-these perform regular policing duty as well as aid  
				 in construction
10 IAR-2			-these are arranged around the island for defensive 
				 artillery
5 Spider Skull Walkers		-these are currently stationed beside every other IAR-2 as 
				 Command Posts
4 Mark V APC’s			-two of these have been built into fortifications at the end 
				 of the long bridge which connects the island to the 
				 mainland; the rest are in reserve at the city
3 Military Specialists		-Captains and aids to the Colonel
3 Technical officers 		-Lieutenants and aids to the Captains
6 Psi-Stalkers			-three stalkers are assigned to each dog pack; three are left 
				 in the city
24 Dog boys (various)		-three squads of eight perform constant patrols around the 
				 island in ten mile circles
46 infantry men			-they perform various duties as assigned, currently they act 
				 as a police force
8 Skelebots (reprogrammed)	-these robots are placed in an ever-changing star pattern 
				 around the island at a distance of between 50 and 300
				 miles, they are the LPOPs [listening post, observation 
				 post] for the city and are ordered NOT to fire on anything,   
				 they are merely looking and listening