Zilkia Industries ZI-SCP-02 "Scorpion Steed" Scorpion Walker:


Zilkia Industries was founded by a Kittani weapons engineer named Ki-Tarn Zilkia. With his company begun in the city of Tolkeen, he started his company with the manufacture of standard Kittani weapons and power armors. One of these was the K-Universal power armors which was one of his largest selling designs. He also manufactured a number of Triax based designs. The company is believed to have strong ties with Metalworks Industries even though they are competitors for some of the same market share. The company has several of Ki-Tarn's family members employed in various positions as well as the company being a haven for Kittani who have escaped Atlantis and become disaffected with the Splugorth. Still, the vast majority of employees are humans. Zilkia Industries produces several designs which appear to use spiders as the basis for the designs including the "Battle Spider" robot and the "Spider Centaur" power armor.


The "Spider Centaur" power armor fills a similar role to the Kittani Equestrian power armor. The pilot sits in a separate set of light power armor, basically a Manling power armor, fitted into the spider like body in a similar manner to a centaur. It can detach at pilots command or if the spider section of the power armor is destroyed. There is a special detonation system to leave the spider body unsalvageable in the latter case. While Ki-Tarn knows about the Kittani Centipede power armor but he considers the design to be ungainly and not a truly efficient design. Some of the systems of the "Spider Centaur" appear to be pulled from those of the Equestrian including the fusion power supply. The eight legs stick out to the sides which gives the power armor excellent stability and can climb over some of the roughest terrain. The design also has a much lower profile than the Equestrian power armor. Up to two legs on a side can be destroyed without the design losing stability. Top speed is slightly less than the Equestrian with a top speed of around two hundred kilometers per hour. Like the Equestrian power armor, the "Spider Centaur" has the ability to leap long distances including using thrusters to increase the distance of the leap. The thrusters are not powerful enough to enable the armor to fly.


Unlike the "Battle Spider" robot, the "Spider Centaur" power armor is designed with the ability to operate in close quarters combat. Because of this, the armor is heavily protected with even greater armor on the spider part of the armor than the Equestrian design. The humanoid portion is basically the same suit, other than some styling differences, to the one mounted in the Equestrian design and is equally armored. The "Spider Centaur" was developed with the idea of being able to mount a robot class heavy force field generator in the spider section of the power armor, increasing the amount of damage which the design can absorb. While the feature is optional, most customers chose the option to increase the damage which the armor is able to survive. A lighter force field generator can be mounted in the humanoid portion of the armor but is less commonly mounted. While the heavy robot force field protects both the humanoid and the spider portion of the armor, the lighter force field in the humanoid portion of the power armor only operates when detached from the spider portion of the design.


Compared to the Equestrian power armor, virtually a completely different weapon array is carried. In general, weapon systems carried are far lighter than those they replace. Instead of the Kittani heavy rail gun, a pair of Triax rail guns similar to what the Triax Ulti-Max carries. The standard laser mounted is replaced by a more powerful pulse laser unit which is variable frequency and is basically identical to the TX-41 pulse laser. One of these is mounted on each shoulder of the power armor and both weapons can fire together although only the pulse lasers or the rail guns can fire simultaneously not all four weapon mounts at the same time. Special discarding sabot ammunition is available to increase the damage of the rail guns. The armor carries four times as many mini-missiles as the Equestrian power armor. On the flanks of the spider portion of the armor, a mini-missile launcher is mounted with a payload of twelve mini-missiles each for a total payload of twenty-four mini-missiles. With the force field and the increased missile payload, it is most likely that there was no perceived need for the missile shield and the energy lance, while long ranged, does not pack the punch of many energy rifles. The humanoid portion of the power armor is modified from the standard Manling design with a pair of mini-missile launchers which are mounted on each forearm of the power armor. Mounts are similar to those mounted on the SAMAS power armor and have two mini-missiles each. A wide variety of hand held energy rifles and energy pistols can be carried by the power armor to augment the built in weapon systems.


Using a standard Equestrian power armor, Ki-Tarn tested if a Glitter Boy boom gun could be carried and fired. Due to the much greater stability of four legs, the heavy weapon could be fired without any sort of ground anchoring system. The "Spider Centaur" is even more stable with its eight legs and it was decided that a model of the armor would be adapted to carry the Boom Gun. There are some adaptions done to the humanoid portion of the armor to fit the weapon system and the main ammo drum is mounted behind where the pilot sits. All weapon systems mounted in the spider portion of the body are retained. This version has been nicknamed by their crews as the "Boom" spider. While part of the humanoid section, the boom gun cannot be fired if not attached to the larger "spider" section of the armor.


Model Type: ZI-SPD-04 "Spider Centaur"
Class: Strategic Mobile Heavy Assault Suit
Crew: One (Pilot)


M.D.C. by Location:

"Humanoid" Body (Manling Power Armor):
Optional: RG-14 Glitter Boy Boom Gun:175
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
Optional: Glitter Boy Boom Gun Ammo Drum:100
Flank Mounted Mini-Missile Launchers (2):180 each
Combination Rail Gun / Pulse Lasers Mounts (2):120 each
[4] Spider Legs (8):150 each
Under Belly Thruster:100
Rear Thruster:60
[5] Maneuvering Thrusters (8):10 ecah
[6] Forward Sensor Cluster:80
[7] Main Body:500
[8] Optional: Robot N-50A Super heavy Naruni force field:320


Notes:
[1] When attached to "Spider" 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 spider will still be able to move. Speed is reduced by 10% per leg destroyed.
[5] These are small and difficult targets to strike, requiring the attacker to make a "called shot;" but even then the attacker is -4 to strike.
[6] Destroying the sensor cluster of the spider 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.
[7] If the main body of the spider 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.
[8] 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 "Spider" body


Speed:
Running:
Spider Body: 124.3 mph (200 kph) maximum. Note that the act of running does NOT tire the robot's operator in the least.
Humanoid Section: When detached from spider section, 39.8 mph (64 km) maximum. Exertion is reduced to 20% of the usual fatigue rate.
Leaping:
Spider Body: A standing still leap is 40 feet (12.2 m) up or lengthwise, a running leap can reach about 60 feet (18.3 m) in height or 120 feet (36.6 m) in length, while a thrust assisted leap can help the unit leap 200 feet (61 m) in length
Humanoid Section: Leaps of up to 20 feet (6 m) up or across are possible.
Flying:
Spider Body: Not possible! The rear thruster and under belly thruster are provided to add stability, balance, and minimal thrust in space or underwater.
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). With thrusters, Spider Body can travel at speeds up to 46.0 mph (40 knots / 74.1 kph) underwater.
Maximum Effective Range: Limited only by the pilot's endurance. Emergency food and air supply will keep the pilot and gunner alive for two week.


Statistical Data:
Height: Spider Body: 5.9 feet (1.8 meters) at the "shoulders", about 12.8 feet (3.9 meters) from the ground to the top of the pilot's head, Humanoid Section: 7 feet (2.1 meters)
Width: Spider Body: 9.2 feet (2.8 meters) main body with weapon turrets, Legs extend out for 14.8 feet (4.5 meters) on either side. Humanoid Section: 4.9 feet (1.5 meters)
Length: Spider Body: 18 feet (5.5 meters), Humanoid Section: 3.3 feet (1.0 meters)
Weight: Spider Body: 3.3 tons (3 metric tons), Humanoid Section: 450 lbs (204.1 kg)
Physical Strength: Spider Body: Equal to a P.S. 60, Humanoid Section: Equal to a P.S. 46
Cargo: Spider 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: Spider 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 spider and humanoid sections, costs 35 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. Boom Gun costs an additional 10 million credits


Weapon Systems:

  1. Combination Rail Gun / Pulse Lasers (2): Spider Body. One is mounted on each side of the spider part of the power armor under where humanoid portion is joined. 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: Rail Gun: 6000 feet (1828.8 meters), Pulse Laser: 4,000 feet (1,200 meters).
    Mega Damage: 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: Rail Gun: 4,000 round burst (100 bursts) each, Pulse Laser: Unlimited (Draws Power off the main engines)
  2. Flank Mini-Missile Systems (2): Spider 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 (See 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.
  3. 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 (See 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.
  4. RG-14 Rapid Acceleration Electromagnetic Rail Gun - Optional (1): Optional weapon system with weapon carried by humanoid section and ammunition carried on the spider body behind the humanoid body. The famous "Boom Gun" is a unique rail gun that can accelerates a 60 mm round to hyper velocities. The weapon is one the most powerful Pre-Rifts weapon to survive the Time of Rifts. The weapon is attached to the back and right shoulder of the armor. When not in use, the gun is flipped back and stored in a upward position. Unlike the Glitter Boy, the Spider Centaur armor does not need to anchor itself before firing. Common rounds include flechette rounds and solid slug rounds and high explosive and other rounds are also available. Extended range rounds are also available. Standard ammunition carrier can be mounted as well as most accessories available for the boom gun.
    Maximum Effective Range: By Boom Gun Round Type (See Boom Gun Rounds). Flechette Rounds have a direct fire range of 11,000 feet (3,352.8 meters). Solid Projectiles have a direct fire range of 12,500 feet (3,810 meters) and indirect fire range of 22,000 feet (6,705.6 meters).
    Mega Damage: Flechette Rounds: 3D6x10 (Has +2 to strike fast moving targets) Solid Slug: 3D6x10+30 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration.) Several other types of rounds are also available (See Boom Gun Rounds).
    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
    Payload: 100 rounds (Standard Magazine), 80 rounds - 40 each magazine (Twin Magazine), Can also use a 4 round mini-magazine mounted to the weapon system itself.
  5. Energy Rifles: The "Humanoid Section" of the Spider 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.
    Spider Body:
      Hand to Hand combat damage:
        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 © 2007, Kitsune. All rights reserved.



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