// Equipment
Armor
This is the catalog of Rifts-flavored armor in the conversion. Each entry lists AC bonus, Dex cap, check penalty, Speed penalty, Bulk, traits, and — crucially — a Hardness rating per Megadamage & Hardness.
The Hardness subsystem's armor tiers (personal armor 0–10, power armor 12–20, vehicles 5–30+) provide the framework. This catalog instantiates specific named items at each tier.
How to read entries
- Item level — determines DC and price tier.
- AC bonus — item bonus to AC.
- Dex cap — maximum Dex modifier applied to AC while wearing this armor.
- Check penalty — penalty to physical-skill checks (Athletics, Acrobatics, Stealth) while wearing armor heavier than Trained.
- Speed penalty — reduction to land Speed.
- Bulk — Bulk units.
- Hardness — per Megadamage & Hardness. Armor Hardness is its own property; characters can also have their own Hardness from cyberware (Dermal Plating, Reinforced Plating, etc.).
- HP / BT — Hit points and Broken Threshold (when the armor breaks).
- Traits — magical, environmental, hostile-tech-restricted, etc.
- Price — gold-equivalent.
Personal armor (Hardness 0–10)
| Armor | Item Level | AC | Dex Cap | Check | Speed | Bulk | Hardness | HP / BT | Traits | Price |
|---|---|---|---|---|---|---|---|---|---|---|
| NG Light Combat Armor | 1 | +2 | +3 | -1 | 0 ft | 1 | 3 | 30 / 15 | Light combat armor | 30 gp |
| Plastic Body Armor | 1 | +1 | +4 | 0 | 0 ft | L | 0 (or 3 for high-quality "Triax" variants) | 30 / 15 | Concealable, civilian | 15 gp (basic) / 60 gp (Triax-quality) |
| Bushman Combat Armor | 3 | +3 | +2 | -1 | -5 ft | 2 | 5 | 60 / 30 | Light combat armor, environmental (rated for hostile-environment exposure) | 75 gp |
| Crusader Combat Armor | 5 | +4 | +1 | -2 | -5 ft | 3 | 7 | 100 / 50 | Medium combat armor, environmental | 200 gp |
| FS Reaper CA-1 | 5 | +4 | +1 | -2 | -5 ft | 3 | 5 | 80 / 40 | Iconic Federation design, intimidating appearance | 175 gp |
| Triax T-21 Terrain Hopper Armor | 7 | +4 | +1 | -2 | -5 ft | 3 | 10 | 150 / 75 | Specialist environmental, sealed EVA, magical (via mystery alloys) | 450 gp |
Bushman Combat Armor (item level 3)
Standard Federation Bushman Light Combat Armor. Standard issue for Federation infantry.
NG Light Combat Armor (item level 1)
Northern Gun light armor. Affordable, common in civilian markets.
Plastic Body Armor (item level 1)
Civilian protection. Concealable under street clothes. Not effective against power-armor-tier threats.
Crusader Combat Armor (item level 5)
Heavy combat armor — the next step up from the Bushman. Federation special-forces.
FS Reaper CA-1 (item level 5)
The iconic Federation skull-faced armor. Mechanically similar to the Crusader but cheaper, with the trademark visual.
Triax T-21 Terrain Hopper Armor (item level 7)
Triax's specialty environmental armor. Sealed for EVA and harsh environments. Higher Hardness than other personal armor.
Power armor (Hardness 12–20)
Power armor occupies the power armor category — typically equivalent to a powered exoskeleton in standard rules. Wearers need power armor proficiency (the Chromeboy class only, by default; others can multiclass or take specialized feats).
| Armor | Item Level | AC | Dex Cap | Check | Speed | Bulk | Hardness | HP / BT | Traits | Price |
|---|---|---|---|---|---|---|---|---|---|---|
| NG Samson Light Power Armor | 7 | +5 | +1 | -3 | -5 ft (-10 ft for non-Chromeboy users) | 5 (worn) / unwearable without power-armor proficiency | 12 | 150 / 75 | Power armor (requires proficiency), sealed environmental, magical | 1,800 gp |
| Federation Raptor | 8 | +5 | +1 | -3 | Fly 60 ft (jet/hover), land 25 ft | 6 | 13 | 220 / 110 | Power armor (requires proficiency), flight, sealed environmental, magical, Federation military | 9,000 gp (Federation-restricted) |
| Federation Super Raptor | 11 | +5 | +1 | -3 | Fly 80 ft (jet/hover), land 25 ft | 7 | 15 | 300 / 150 | Power armor (requires proficiency), flight, sealed environmental, magical, Federation military | 18,000 gp (Federation-restricted) |
| Triax Cyborg-Hunter Power Armor | 11 | +5 | +1 | -3 | -5 ft | 6 | 16 | 250 / 125 | Power armor, anti-cyberware sensors, sealed environmental, magical | 4,500 gp |
| Triax T-21 Heavy Power Armor | 13 | +6 | +0 | -4 | -10 ft | 8 | 20 | 400 / 200 | Heavy power armor, sealed environmental, magical | 12,000 gp |
NG Samson Light Power Armor (item level 7)
Northern Gun light power armor. The most common civilian-accessible power armor. Used by mercenaries, corporate operators, and some Federation special-forces.
Built-in weapons: mount-of-choice — typically a light rail gun (2d12 P, Penetrating 6) or pulse lasers (2d10 fire, Penetrating 4).
Federation Raptor (item level 8)
The Federation's iconic flying power armor — the “Strategic Armored Military Assault Suit.” The silhouette most of the wasteland associates with Federation airpower.
Built-in weapons: C-40R light rail gun (2d12 P, Penetrating 6); shoulder mini-missile launcher (5d6, 10-ft burst, Penetrating 4).
Federation Super Raptor (item level 11)
The upgraded Raptor — faster, tougher, and better armed. Elite Federation flyers.
Built-in weapons: twin C-40R rail guns (2d12 P, Penetrating 6; fire together as one 3d12 attack); shoulder mini-missiles (5d6, 10-ft burst, Penetrating 4); pulse laser secondary (2d10 fire, Penetrating 4).
Triax Cyborg-Hunter Power Armor (item level 11)
Triax's specialty power armor, designed for hunting cybered enemies. Includes EMP-resistant sensors and cyber-detection.
Built-in weapons: integrated pulse lasers (2d10 fire, Penetrating 4); EMP lance vs. cybernetics (special, anti-cyber).
Triax T-21 Heavy Power Armor (item level 13)
Federation heavy power armor. Top-tier without going to vehicle-scale.
Built-in weapons: heavy rail gun (3d12 P, Penetrating 8); mini-missile launcher (5d6, 10-ft burst, Penetrating 4).
G-10 Chromeboy Suit (Chromeboy class feature reference)
The Chromeboy class signature suit cannot be purchased; it is gained through the class. It is statted here for reference.
| AC bonus | +6 |
| Dex cap | +0 |
| Check penalty | -4 |
| Speed | Mobile-armored: 40 ft set Speed (servo-assisted run; 50 ft with the Suit Stride Faster feat). Locked-down: anchored (0 ft). |
| Bulk | 10 |
| Hardness | State-dependent. Mobile-armored: 12 → 14 → 16 (L1/L7/L13 scaling per the Chromeboy class). Locked-down: 20 → 22 → 24 → 28 (L1/L7/L13/L17 scaling). |
| HP / BT | 400 / 200 (flat at all levels; only Hardness scales with class level) |
| Reflective coating | Resistance 8 to fire and electricity (laser/energy weapons), flat at all levels, stacking with Hardness — the signature chromium plating. |
| Robotic strength | Suit Strength +6 (Athletics and melee); heavy lift/carry; Power Armor Fist 1d8 B unarmed Strike. |
| Traits | Power armor (Chromeboy only), sealed environmental, magical, energy-reflective, anti-armor (via Boomer) |
| Price | Class feature (cannot be purchased) |
| Notes | See Chromeboy for full mechanics including state transitions, the Boomer, and Suit Beacon. |
Vehicles & robots
Giant robots, hovertanks, APCs, sky cycles, and other piloted or crewed machines now have their own catalog — see Vehicles & Robots for full stat blocks (including mounted weapons) and the rules for using vehicles in play. Power armor is worn, not crewed, so it stays here.
Specialty armor
Trax EVA Suit (item level 9)
| AC bonus | +3 |
| Dex cap | +2 |
| Check penalty | -2 |
| Speed penalty | -5 ft |
| Bulk | 4 |
| Hardness | 3 (focus is environmental, not combat) |
| HP / BT | 75 / 37 |
| Traits | Sealed EVA, environmental, low-G adapted |
| Price | 600 gp |
| Notes | Specialty extraterrestrial-environment armor. Used by exotic-environment specialists. |
Technomancer Battle Vest (item level 5; Technomancer Innovation reference)
| AC bonus | +3 |
| Dex cap | +3 |
| Check penalty | -1 |
| Speed penalty | 0 ft |
| Bulk | 1 |
| Hardness | 3 (or 5 with Technomancer Modification I at L3) |
| HP / BT | 100 / 50 |
| Traits | Magical, Technomancer Innovation (class feature for a Technomancer with the Technomancer Armor selection) |
| Price | Class feature (not directly purchasable) |
| Notes | A Technomancer Armor Innovation. See Technomancer for scaling rules. |
Psi-Knight Bodysuit (item level 1; bodysuit baseline)
| AC bonus | +1 |
| Dex cap | +4 |
| Check penalty | 0 |
| Speed penalty | 0 ft |
| Bulk | L |
| Hardness | 3 |
| HP / BT | 30 / 15 |
| Traits | Concealable, civilian |
| Price | 20 gp |
| Notes | Standard Psi-Knight under-armor bodysuit. Worn under heavier armor or alone. Hardness 3 by default. |
Class-feature armor (reference)
These are class-specific armor that cannot be purchased; they're gained via class features.
- G-10 Chromeboy Suit — the Chromeboy class signature. Listed above.
- Technomancer Armor (Innovation) — the Technomancer's Technomancer Armor Innovation.
- Cyber-Armor (psi) — the Psi-Knight's manifested armor. Scales with class level.
- Cyborg Body — the Full-Conversion Cyborg's body itself functions as integrated armor.
- Dermal Plating — a cyberware item, not armor per se. See the Cyberware Catalog.