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