ARMOUR
This section contains a list of all the
armour used in Rifts and their details. Almost all forms of armour are
produced by specific
organisations and these armours will have some details explained in
those organisation's descriptions.
A.R. (ARMOUR RATING)
A.R. is only applicable to S.D.C. armour. It represents how much
protection the armour gives to its user against similar material
weapons. A.R. is ignored by M.D. weapons. Any attack roll of 5-20
normally counts as a hit unless parried or dodged. However, normal
S.D.C. weapons hitting amour with A.R. may find their damage taken by
the armour alone, and not the wearer of the armour. The attacker must
roll higher than the defender's A.R. to penetrate the armour and
inflict physical damage (natural S.D.C. or Hit Points) to the defender.
Rolls udner the A.R.strike the protective armour damaging only the
armour, not the defender. A.R. always wins ties.
S.D.C. (STRUCTURAL DAMAGE CAPACITY)
S.D.C. is a supplement to Hit Points, acting like a toughness of
the character to shrug off non-lethal damage. This does not mean it
does not hurt, just that the character should not die from such wounds.
Only when Hit Points are being taken is the character really in danger
of death. S.D.C.damage heals naturally and even more so with medical
treatment. Some armour also has S.D.C. and takes damage whenever the
character is hit. (M.D. weapons, of course, generally ignore S.D.C.
armour, this kind of armour has no protection against such powerful
damage.) S.D.C. weapons are affected by S.D.C.armour and must first
penetrate through the armour's A.R.to actually harm the defender. If
the S.D.C. weapon hits, but does not beat the armour's A.R. then the
armour takes the damage from the weapon to its S.D.C.. S.D.C. damage on
armour can only be repaired. Should the S.D.C. of this kind of armour
reach 0 it no longer provides protection and is beyond repair, leaving
the defender's body open to attack (the defender's S.D.C. and Hit
Points).
M.D.C. (MEGA-DAMAGE CAPACITY)
M.D.C. is the structural damage capacity that reflects the staggering
advancement in science and technology. A technology that has created
new super-tough alloys, micronized and even nano-size circuits, parts,
and batteries, and armours.
Generally, 100 S.D.C. (or Hit Points) equals about 1 M.D.C. point. And
thus 1 M.D.C. point equals approximately 100 S.D.C.. Most conventional
weapons (S.D.C. weapons) do absolutely no damage to a M.D. structure or
armour, even when combined for a total of 100 or more. S.D.C. missiles
and explosives that by default inflict over 100 S.D.C. points of damage
do inflict the equivalent of M.D.. In these rare cases,
approximately every 100 S.D.C. points of damage equals 1 mega-damage
point. Always round down S.D.C. damage. [Example: a missile that
inflicts 450 S.D.C. would equal 4 M.D.C..] Likewise when a S.D.C.
armour is blasted by M.D. always round down the S.D.C. [Example: When
an object that has 230 S.D.C.is hit with 2 M.D. points of damage the
item is destroyed (all 230 S.D.C.). What little remains is a useless
piece of junk]
M.D.C. NATURAL ARMOUR
Many supernaturalcreatures, such as dragons, vampires, many demons, and
others have natural protective armour covering or M.D.C. skin, or their
supernatural essence makes them a mega-damage structure. In these cases
normal S.D.C. weapons can not harm the creature. However, most are
vulnerable to M.D.weapons, magic, and psionic attacks. Some even have
odd vulnerabilities such as fire or salt etc.
PHYSICAL DAMAGE WHILE INSIDE A M.D. STRUCTURE
There are a couple of instances where a character can suffer
physical S.D.C. and/or Hit Point damage while inside a
mega-damagestructure. Psionic and magic mind attacks and probes will
penetrate most M.D.C. body armour and human-size power armour to affect
the person inside (can not penetrate SAMAS, Glitter Boys, nor most
large vehicle style robots).
A character in body armour or human size power armour can also suffer
impact damagefrom falls at great height, or high-speed crashes, or from
explosions. Most body armour and power armour are carefully designed
and padded so that the armour absorbs the majority of impact damage,
however, the body inside is still rattled and slammed around. In most
cases, the phsyical damage one suffers is minimal and leads to nothing
more than a few bruises.
- Fall: 1 point of S.D.C. or Hit Point damage for
every 10 feet (3m) height from a fall. Plus any fall from 100 feet
(30.5m) there is a 40% chance of momentary stun: No attacks, -9 to strike, parry, and dodge
for 1D4 melees, or any fall from 200 feet (61m) or greater has a 79%
chance of being sunned: No attacks,-9 to strike, parry, or dodge for
1D6 melees.
- High-Speed Crash: 1D4 points of S.D.C. or Hit Point
damage for every 10mph (16kph) of speed above 30mph (48kph). If more
than 50mph (80kph) there is a 30% chance of being stunned (see Fall for
effects) for 1D4 melees, add +5% change for every additional 10mph
(16kph) above 50mph (80kph).
- Explosion Impact: 1 S.D.C. or Hit Point for every
10 M.D. point from an explosion. If hit by more than 40 M.D. at once
there is a 60% chance of being stunned (see Fall for effects) for 1D4
melees.
Also the force of an attack, especially from missiles
and rail guns may knock a character off their feet. Generally, this
only happens when the individual is struck by 30 M.D. (depending on the
situation) by these sorts of weapons. Characters that are knocked
off their feet lose one attack/action that melee.
SIMPLE ARMOUR
This type of armour could be considered
conventional armour, although many armours under this category require
skillful manufacturing and resources to make. Made from cloth, animal
hides or metals they are the common armours of ancient times or that
found in the primitive dimension of Palladium. Generally, in the world
of Rifts these armours offer very little protection against the
super-powered weapons or creatures that may prove to be a threat. These
armours come in Light and Heavy types, representing both weight and
bulk, and barding (for horses or similar mounts).
LIGHT S.D.C. ARMOUR:
HEAVY S.D.C. ARMOUR:
- Chain mail (full suit)
- Chain mail (half suit)
- Double mail (full suit)
- Double mail (half suit)
- Scale mail (full suit)
- Scale mail (half suit)
- Splint armour (full suit)
- Splint armour (half suit)
- Plate and chain (full suit only)
- Plate (full suit)
- Plate (half suit)
BARDING S.D.C.:
- Leather (average, full suit)
- Leather (war horse, full suit)
- Studded leather and chain (average, full suit)
- Studded leather and chain (war horse, full suit)
- Plate (average, full suit)
- Plate (war horse, full suit)
- Plate (average, half suit)
- Plate (war horse, half suit)
ENVIRONMENTAL BODY ARMOUR
LIGHT M.D.C. ARMOUR
POWER ARMOUR
To utilize power armour, the skill Robots And Power Armour, and Robot
Combat: Basic or Robot Combat: Elite must be taken. The individual
bonuses and abilities gained by the various categories of robot and
power armour are listed under those categories and are in addition to
any from the pilot's hand to hand bonuses while inside the robot or
power armour.
Robot And Power Armour Categories:-
Power Armour:-
- Coalition SAMAS Power Armour
Robot Vehicles:-
CYBORG M.D.C. ARMOUR
These are some of the armours worn by Full or Partial Conversion 'Borgs:-