Zilkia Industries ZI-SCP-01 "Scorpion Centaur" Power Armor:


A fairly new comer to the military arena, Zilkia Industries is fast becoming extremely popular for its unique designs. The company was started by a exiled Kittani engineer named Ki-Tarn Zilkia. The company began with producing a variety of Kittani design and later expanded to Triax based designs. As time went on, the company began producing completely new design. Ki-Tarn employs other Kittani who have escaped from the clutches of the Splugorth as well as the company being a haven for his children. Family members fill several important senior positions. A small number of Dwarves are employed by the company as well although the majority of employees are humans. Many pieces of equipment are shared by both Zilkia Industries and Metalworks Industries leading many consider the companies to have strong ties to each other although they often compete with each other in military markets. Several companies early products were spider based although the company has expanded to other body designs. This includes scorpions with the "Scorpion Centaur" being one of their most popular scorpion based designs.


The "Scorpion Centaur" started from the "Spider Centaur" but ended up greatly modified. Still, both share many of the same components and both use a separate set of light power armor, basically a Manling power armor. The light armor fits into the main body like the human section of a centaur of legend. The armor can separate at the pilot's command or if the scorpion section of the power armor is destroyed. There is a special detonation system to leave the scorpion body unsalvageable in the latter case to prevent capture.


The "Scorpion Centaur" and "Spider Centaur" both share the same fusion reactor as is mounted in the Kittani Equestrian Power Armor. Many other components are shared by all three designs. The design has eight legs as with the "Spider Centaur" and is comparatively low to the ground. Otherwise, the designs are quite a different. The "Scorpion Centaur" has a long tail which can be used as an extra weapon as well as having a pair of claws. Top speed of the "Scorpion Centaur" is one hundred and sixty kilometers per hour, slightly less than that of the "Spider Scorpion." It does not mount a thruster and have a reduced leaping range as a result. It also cannot operate in space or in the water other than walking on the bottom of the sea floor if allowed by the depth limits of the armor. The design is extremely stable and up to two legs on a side can be destroyed without losing serious mobility. Like spiders, scorpions have eight legs which they walk on.


Armor on the main body of Scorpion Centaur is increased slightly in comparison to the Spider Centaur armor although the humanoid "Manling" section is identical to the one used for the Spider Centaur. Both the Centaur section of the armor and the humanoid section of the armor are protected by Naruni force fields in most models. Technically, both force field systems are optional systems but most operators have the suits outfitted with the force field generators. Both pull power from their respective fusion reactors although they can be overpowered and then require hours to recharge. The one mounted on the centaur section is twice as powerful. Both shielding systems cannot be activated simultaneously. The section on the Centaur section protects both parts when active but the system on the humanoid section can only be activated when it is detached. Generally, the shield is a last ditch defense. The humanoid section has the full sensors and life support systems of a standard power armor and are of the finest quality. Additional sensors are mounted in the Centaur section.


Even more than the Spider Centaur, the Scorpion Centaur is armed for close range combat. The tail is designed to be able to strike forward of the head. It has a special lock out system so that the tail does not strike either section of the body of the power armor. Can also strike to the sides and rear of body. The tail is armed with a modified version of a Kittani plasma axe. Plasma blasts can be fired from the tail as well as being used on melee strikes. Power is pulled from the fusion reactor of the power armor. The main claws are also plasma blades adapted from the Kittani plasma axe. They can be used for grasping with the blades unpowered or can cut devastatingly deep using the blades energized. Between the two claws, the armor has fitted a rail gun copied from the main weapon carried by the Triax Ulti-Max power armor. Mounted about the rail gun is a variable frequency pulse laser laser. The gun is virtually identical to the Triax TX-41 laser cannon and is powered by the armor's fusion reactor. Due to power requirements, the rail guns and pulse lasers cannot be fired simultaneously although both lasers or both rail guns can be fired simultaneously. Finally, the Centaur section of the power armor is outfitted with a pair of medium capacity mini-missile launchers with twelve each launcher for a total of twenty-four mini-missiles total.


The humanoid portion of the armor can use most hand held weapons although it has not be modified to use the Glitter Boy Boom Gun as the Spider Centaur armor can carry. The energy lance carried by the standard Equestrian power armor was not perceived as being an effective weapon. As a result, that weapon was not adopted by the Scorpion Centaur. Common weapons carried include automatic grenade launchers with the Wellington WI-GL21 Automatic Grenade Launcher. The humanoid section of the armor is also fitted with a pair of mini-missile launchers which are mounted on each forearm of the power armor and as a result has more missiles than the standard Kittani design.


Model Type: ZI-SCP-01 "Scorpion Centaur"
Class: Strategic Mobile Heavy Assault Suit
Crew: One (Pilot)


M.D.C. by Location:

"Humanoid" Body (Manling Power Armor):
Upper Arms (2):65 each
Forearms with Missile Launchers (2):65 each
Shoulders (2):150 each
[1] Legs (2):110 each
[2] Head:120
[3] Main Body:375
[7] Optional: N-50A Super heavy Naruni force field:160
"Spider" Body
Scorpion Tail:275
Flank Mounted Mini-Missile Launchers (2):180 each
Scorpion Arms / Claws (2)200 each
Combination Rail Gun / Pulse Lasers Mounts (2, in claws):100 each
[4] Scorpion Legs (8):150 each
[5] Forward Sensor Cluster:80
[6] Main Body:550
[7] Optional: Robot N-50B Super heavy Naruni force field:320


Notes:
[1] When attached to "Scorpion" Body, the legs are completely concealed and cannot be targeted.
[2] Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must now rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! Note: The head is a small and difficult target to hit (shielded by exhaust tube, and shoulder plating). Thus, it can only be hit when a character makes a called shot, and even then, the attacker is -4 to strike.
[3] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
[4] The destruction of a up to two legs on a side will not cause the design to be unbalanced and the battle Scorpion will still be able to move. Speed is reduced by 10% per leg destroyed.
[5] Destroying the sensor cluster of the Scorpion part of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must now rely on his own human vision and sensors built into the "Humanoid" portion of the power armor. Note: The sensor cluster is a comparatively small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then, the attacker is -2 to strike.
[6] If the main body of the Scorpion is destroyed, the big guns are also destroyed, but the armored humanoid warrior can step out and continue to fight on foot. A few moments later, an internal explosive mechanism destroys all traces of the robot horse.
[7] The force fields will stop energy attacks and fast moving objects. Slow moving objects can pass through. The force field regenerates one (1) M.D.C. per melee round unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant. Note: Force field on humanoid armor will only protect when not attached to "Scorpion" body.


Speed:
Running:
Scorpion Body: 99.4 mph (160 kph) maximum. Note that the act of running does NOT tire the robot's operator in the least.
Humanoid Section: When detached from Scorpion section, 39.8 mph (64 km) maximum. Exertion is reduced to 20% of the usual fatigue rate.
Leaping:
Scorpion Body: Powerful legs allow robot to leap 20 feet (6.1 m) up and 30 feet (9.1) across from a standing position, 25 feet (7.6 m) up and 50 feet (15.4 m) across with a short running start.
Humanoid Section: Leaps of up to 20 feet (6 m) up or across are possible.
Flying:
Scorpion Body: Not possible! No additional thrusters are mounted.
Humanoid Section: Flying: Limited flight is possible with the addition of a jet pack. Same conditions and limitation as the K-Universal power armor.
Underwater: It can walk along the bottom of the sea floor at 25% of maximum speed and has a maximum Ocean depth of 1 mile (1.6 km).
Maximum Effective Range: Limited only by the pilot's endurance. Emergency food and air supply will keep the pilot alive for two weeks.


Statistical Data:
Height: Scorpion Body: 5.58 feet (1.7 meters) at the "shoulders", about 12.47 feet (3.7 meters) from the ground to the top of the pilot's head, Humanoid Section: 6.89 feet (2.1 meters)
Width: Scorpion Body: 9.19 feet (2.8 meters) main body with weapon turrets, Legs extend out for 14.77 feet (4.5 meters) on either side. Humanoid Section: 4.92 feet (1.5 meters)
Length: Scorpion Body: 18.37 feet (5.6 meters) with tail curled up and 36.75 feet (11.2 meters) with tail fully extended, Humanoid Section: 3.28 feet (1.0 meters)
Weight: Scorpion Body: 3.53 tons (3.2 metric tons), Humanoid Section: 450 lbs (204.1 kg)
Physical Strength: Scorpion Body: Equal to a P.S. 60, Humanoid Section: Equal to a P.S. 46
Cargo: Scorpion Body: Small area for the pilot's personal items, as well as a weapon bin that has room for one rifle, one pistol, canteen and food rations (4 week supply). A two gallon water cooler is built into the unit as well.
Power System: Scorpion Body: Nuclear, average energy life is 20 years, Humanoid Section: Nuclear, average energy life is 20 years.
Black Market Price: The complete power armor, both Scorpion and humanoid sections, costs 38 million credits. The humanoid portion of the armor sells for 10 million. Robot Force field generator costs an additional 2.5 million credits and power armor force field costs 250,000 credits.


Weapon Systems:

  1. Arm / Pincer Weapons (2): Scorpion Body. One is mounted on each side of the scorpion part of the power armor under where humanoid portion is joined and is fully articulated. Mounted in each arm is a plasma blade claw, a pulse laser and a powerful rail gun. The plasma blade claw can operate in both a powered and unpowered mode. It can also be used for grasping. Rail gun is basically the same model (VX-180) which is mounted in the Triax Ulti-Max power armor although the weapon has been stylistically changed. There is both standard ammunition and special discarding sabot ammunition available for the rail gun. Over the rail gun is mounted a pulse laser which is derived from the TX-41 pulse laser. The laser retains the variable frequency setting and the ability to fire bursts. The weapon has 12 different possible frequencies to counter laser resistant armor. Number 7 counters USA-10 Glitterboy and all other setting are designed to counter other laser resistant materials. Both rail guns or both lasers can be fired simultaneously but firing all four weapons draws too much energy to be fired simultaneously. The weapon systems have their own laser targeting and radar tracking system built into the weapon itself. Laser targeting system has a range of 6000 feet (1828 meters).
    Maximum Effective Range: Plasma Blades: Hand to Hand range only. Rail Gun: 6000 feet (1828.8 meters), Pulse Laser: 4,000 feet (1,200 meters).
    Mega Damage: Plasma Blades: Uncharged inflicts 4D6 each or 1D4x10 each when charged Rail Gun: A burst is 40 rounds and inflicts 1D6x10 (Both cannons combined inflict 2D6x10), can only fire bursts. With APFSDS Ammo, a 40 round burst inflicts 2D4x10 (Both cannons combined inflict 4D4x10) Pulse Laser: 3D6 for single shot and 1D6x10 for three round burst (Both lasers combined inflict 2D6x10 for a six round burst.)
    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
    Payload: Plasma Blades: Effectively Unlimited Rail Gun: 4,000 round burst (100 bursts) each, Pulse Laser: Effectively Unlimited (Draws Power off the main engines)
  2. Plasma Tail: Scorpion Body. Tail is designed to be able to strike over the body of the power armor and off to either side. Like the main claws, the tail can be used while unpowered or while charged. It is more powerful than the claw mounted blades. When charged, the tail can penetrate some of the thickest armors. As well, the tail can be used to fire plasma bolts. Range is limited compared to the arm weapons but is still extremely useful and can fire to the rear as well.
    Maximum Effective Range: Plasma Blades: Hand to Hand range only. Plasma Bolts: 100 feet (30.5 meters)
    Mega Damage: Plasma Blades: Uncharged inflicts 5D6 each or 1D6x10 each when charged. Plasma Bolts: 1D6x10 per blast.
    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
    Payload: Plasma Blades: Effectively Unlimited (Draws Power off the main engines)
  3. Flank Mini-Missile Systems (2): Scorpion Body. Mounted on each of the flanks of the spider part of the power armor are high capacity mini-missile launchers. Mini-missile launchers retract when not in use. Each launcher carries twelve mini-missiles for twenty-four total.
    Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations.
    Maximum Effective Range: Varies with mini-missile type (Usually about a mile - Go to revised bomb and missile tables for details.)
    Mega-Damage: Varies with mini-missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or six (6) missiles.
    Payload: Twelve each launcher for twenty-four total.
  4. Forearm Mini-Missile Systems (2): Humanoid Section. Each of the forearms carries two small mini-missile launchers for a total of four mini-missiles. Like previous weapon systems, the missiles are launched by voice command or by hidden firing studs in the forearm.
    Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations.
    Maximum Effective Range: Varies with mini-missile type (Usually about a mile - Go to revised bomb and missile tables for details.)
    Mega-Damage: Varies with mini-missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2) missiles.
    Payload: Two each Forearm for four total.
  5. Energy Rifles: The "Humanoid Section" of the Scorpion Centaur armor is small enough that it can use any of the standard infantry weapons from pistols and vibro-blades to rifles. Can be slung on the belt on a utility belt or strapped to the power armor's leg. Space limitation usually limits the number of weapons to one pistol / rifle.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. See Basic and Elite Power Armor Combat Training on page 45 of the Rifts RPG for combat bonuses.
    Scorpion Body:
      Hand to Hand combat damage:
        Claw Strikes: Uncharged inflicts 4D6 each or 1D4x10 each when charged
        Scorpion Tail: Uncharged inflicts 4D6 each or 1D6x10 each when charged.
        Foreleg Kick: 4D6 M.D. (stomp half damage)
        Rear Leg Kick: 1D6x10 M.D., but counts as two melee attacks
        Rear Leg Stomp: 5D6 M.D.
        Full Strength Punch: 3D4 M.D.
        Power Punch: 4D6 M.D., but counts as two attacks
        Body Butt: 2D6 M.D.
        Leap Kick or Flying Body Block: 1D6x10 M.D., plus a 1-75% likelihood of knocking one's opponent down (victim loses two melee attacks and initiative). Leap kicks count as two attacks.
      Combat Bonuses: One additional attack per melee, + 2 to strike on all kicks, + 1 to parry and +2 to dodge. All are in addition to the pilot's combat skills and attribute bonuses.
    Humanoid Section:
      Hand to Hand combat damage:
        Restrained Punch: 1D6 M.D.
        Full Strength Punch: 3D4 M.D.
        Power Punch: 4D6 M.D., but counts as two attacks
        Kick Attack: 1D6 M.D.
        Leap Kick: 2D4 M.D.
        Body/Head Butt: 1D4 M.D.
      Hand to Hand Combat Bonuses: +1 on initiative, +1 to parry and dodge, and + 1 to roll with impact. All bonuses are in addition to hand to hand skill and attribute bonuses.



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Original company idea by Ki-Tarn Zilkia (Kitarn@netscape.net)


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008, Kitsune. All rights reserved.



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