Hunter's Armour Specialty Suits

Advanced Specialty Armours

The following upgrades/sidegrades change or enhance the basic armour/body suit to fit a specific role. Each of these upgrades are mutually exclusive with the others, and only one can be active at a time. If one has multiple upgrades they can be switched by reverting back to the basic suit then activating the new upgrade (unless otherwise specified).
As with the basic suit none are fully environmental unless upgraded to include a helmet. Further all of the special features of the basic suit are included with each of these upgrades. All armours are visually similar to the basic suit except where otherwise noted, aside from the heavier protection being obvious.
A Note on Damage: If damage is sustained to whichever suit is currently worn switching back to the basic suit does not get rid of the damage, nor does switching from a damaged basic body suit into one of these (or other) armour upgrades automatically repair damage. Damage is carried across in the same ratio or percentage to the total amount available (remaining main body rounded down). If the Heavy Armour has sustained 55 points of main body damage, and you switch into the Basic Body Suit the basic suit will only have 20 point of main body protection (55 of 110 is 50%, 50% of 40 is 20). If you then switch from the basic suit into the Spell Casting Armour the main body will have 62 points of main body armour (50% of 65 is 62.5, rounded down is 62). This includes Exoskeletons and Power Armours.

Spell Casting Armour
S.D.C./M.D.C. by location: Main Body: 65, *Helmet: 40, Arms: 25 each, and Legs: 35 each.
*The Damage Capacity of a Helmet is listed here for ease, but the suit does not come with a helmet unless upgraded to include that feature. The Damage Capacity of the helmet will change depending on other upgrades.
Weight: Negligible, excellent mobility, -5% movement penalty.
Armour Rating (in S.D.C. realms): Natural A.R. of 12
Special Features: (Note: Some of these features will only offer partial protection unless upgraded to include a Helmet)

  • Unlike all other Hunter armours a Spell Caster wearing this suit of armour does not suffer any casting penalties (as per page 21 of the Rifts Book of Magic, among other sources). Further when the Spell Caster casts spells on themselves, like impervious to energy, this affects the armour as well. It will also alter shape with the spell caster who uses metamorphosis spells on themselves.

Limitations: Armour is not fully environmental as-is, requires upgrades for such. If the main body is depleted the armour disappears.
Cosmetic Options: Multiple styles and types of cloaks or robes, some with hoods, some without.
Upgrade Cost: One point if this is the first Specialty Armour chosen/purchased, 3 points if it is the second, 7 points if it is the third or greater.

Supersuit Armour
S.D.C./M.D.C. by location: Main Body: 65, *Helmet: 40, Arms: 25 each, and Legs: 35 each.
*The Damage Capacity of a Helmet is listed here for ease, but the suit does not come with a helmet unless upgraded to include that feature. The Damage Capacity of the helmet will change depending on other upgrades.
Armour Rating (in S.D.C. realms): Natural A.R. of 13
Weight: Negligible, excellent mobility, -5% movement penalty.
Special Features: (Note: Some of these features will only offer partial protection unless upgraded to include a Helmet)

  • This suit is designed to work with super powered individuals, and accommodates their powers while still providing protection. Changing form will not damage or destroy the armour (including APS, Growth, Shrink, and Stretching powers, etc.), nor will the armour prevent powers from being used. When possible the armour will change with the user, or adapt, to allow their powers to function unimpeded, while doing its best to provide its features and protection, when possible. The armour also takes on all immunities, resistances, and vulnerabilities of the character.
  • Physical transformation from an external source, such as the ones that happen via Magic Weapons or Mystically Bestowed powers have the option of the armour adapting to the transformed state (for an additional cost), or disappearing (but remaining unharmed), and returning with one’s normal form is assumed (for no cost). The option to disappear is available to APS powers as well, for no additional cost.

Limitations: Armour is not fully environmental as-is, requires upgrades for such. If the main body is depleted the armour disappears. Attempting to cast spells incurs the standard penalties (as per page 21 of the Rifts Book of Magic, among other sources).
Cosmetic Options: Multiple styles of capes are possible, as well as customized belts or sashes, and optional flares and cuffs on the boots and gloves, as well as optional colour reversal on the gloves, boots, and ‘briefs’ area of the suit. The Chest area of the suit can be customized with a design or emblem, however it will be the basic armour colour outlined with the illuminated strips. A similar design option for a Belt buckle is also available.
Upgrade Cost: One point if this is the first Specialty Armour chosen/purchased, 3 points if it is the second, 7 points if it is the third or greater, with an additional 0.5 points to adapt to Mystically Bestowed (and similar) transformations.

Supernatural Armour
S.D.C./M.D.C. by location: Main Body: 65, *Helmet: 40, Arms: 25 each, and Legs: 35 each.
*The Damage Capacity of a Helmet is listed here for ease, but the suit does not come with a helmet unless upgraded to include that feature. The Damage Capacity of the helmet will change depending on other upgrades.
Armour Rating (in S.D.C. realms): Natural A.R. of 12
Weight: Negligible, excellent mobility, -5% movement penalty.
Special Features: (Note: Some of these features will only offer partial protection unless upgraded to include a Helmet)

  • This suit is designed to work with Supernatural Beings, as well as Creatures of Magic, or specially powered races, and accommodates their natural abilities/powers while still providing protection. This will vary from being to being, seeing as there are so many different beings through the Megaverse. (And is the reason for the higher cost of this feature).
  • Physical transformation, such as the form shifting a Nightbane/spawn or Athanatos may do, or some types of shapeshifting such that a Dragon may do, have the option of the armour adapting to the transformed state (for an additional cost), or disappearing (but remaining unharmed), and returning with one’s normal form is assumed (for no cost).

Limitations: Armour is not fully environmental as-is, requires upgrades for such. If the main body is depleted the armour disappears. Attempting to cast spells incurs the standard penalties (as per page 21 of the Rifts Book of Magic, among other sources).
Cosmetic Options: A variety of ancient-looking or stylized armour additions are possible, including the appearance of heavier plating. As well as medieval style tunics and simple belts, with a simple crest or design on the torso area of the tunic.
Upgrade Cost: One point if this is the first Specialty Armour chosen/purchased, 3 points if it is the second, 7 points if it is the third or greater, with an additional (1) point to adapt to single form changing transformations (like those possessed by the Nightspawn/bane), or an additional two points to adapt to full shapeshifting (with certain limitations, an adult Great Horned Dragon in full form will not be clad in a full suit of this armour, but may still have access to some of the armour features).

Driving Suit or Piloting Suit Armour
S.D.C./M.D.C. by location: Main Body: 65, *Helmet: 40, Arms: 25 each, and Legs: 35 each.
*The Damage Capacity of a Helmet is listed here for ease, but the suit does not come with a helmet unless upgraded to include that feature. The Damage Capacity of the helmet will change depending on other upgrades.
Armour Rating (in S.D.C. realms): Natural A.R. of 14
Weight: Negligible, excellent mobility, no movement penalty.
Special Features: (Note: Some of these features will only offer partial protection unless upgraded to include a Helmet)

  • This suit is designed for those who primarily drive or pilot vehicles (not including Power Armour, see Flightsuit below). This is a High Impact G-Force resistant suit that will protect the driver/pilot from normally life-threatening vehicle impacts (such as crashes, collisions, etc.) as well as allow them to perform high-speed manoeuvres well beyond what would normally be survivable for a member of their species (with a few exceptions).
  • When combined with Baton Vehicles the suit actually fuses with the vehicle, making the rider and the vehicle one, and enhancing the Damage Capacity of the vehicle by +5% to all locations.
  • This suit has additional fire/heat protection, Nuclear, plasma, magic fires and Mega-Damage fire and heat do only half damage (although the wearer may have other issues aside from fire/heat if in a Nuclear fire).

Limitations: Armour is not fully environmental as-is, requires upgrades for such. If the main body is depleted the armour disappears. Attempting to cast spells incurs the standard penalties (as per page 21 of the Rifts Book of Magic, among other sources).
Cosmetic Options: Can add a flight/bomber jacket if one so chooses, and a pair of goggles (if driving/piloting without eye protection from wind, rain, etc., does not provide any other special protections), the goggle can be of several cosmetic varieties, and if the helmet upgrade is possessed the cosmetic style of goggles can be incorporated into the visual style of the helmet. One can also visually change the visual style of the gloves to match those of a variety of driving gloves, which can also improve one’s grip and reduce fatigue/stress in one’s grip when driving for long periods, some styles are open fingered, this will prevent the armour from being environmentally sealed if the helmet option is possessed.
Upgrade Cost: One point if this is the first Specialty Armour chosen/purchased, 3 points if it is the second, 7 points if it is the third or greater.

Morphic Armour
S.D.C./M.D.C. by location: Main Body: 50, *Helmet: 35, Arms: 20 each, and Legs: 30 each.
*The Damage Capacity of a Helmet is listed here for ease, but the suit does not come with a helmet unless upgraded to include that feature. The Damage Capacity of the helmet will change depending on other upgrades.
Armour Rating (in S.D.C. realms): Natural A.R. of 12
Weight: Negligible, excellent mobility, no movement penalty.
Special Features: (Note: Some of these features will only offer partial protection unless upgraded to include a Helmet)

  • This suit is designed for those with a more… adaptable shape than others. Full shapeshifting such has the Major Power Shapechanger, or the Changeling race. The suit will change shape to accommodate most any size and shape of the wearer. Further for those who have the ability to split into multiple forms (such as the superpower of Multiple Beings/Selves) this armour will temporarily duplicate itself, and will appears on the duplicate beings, and be fully functional (no other equipment is duplicated, only the armour, not even the Tripacks are duplicated).

Limitations: Armour is not fully environmental as-is, requires upgrades for such. If the main body is depleted the armour disappears. Attempting to cast spells incurs the standard penalties (as per page 21 of the Rifts Book of Magic, among other sources).
Cosmetic Options: All cosmetic options are available to this armour, as well as the ability to mimic the style of many types of normal or ‘mundane’ clothing, unfortunately only the style is mimicked, the colour-scheme of the original armour is maintained.
Upgrade Cost: One point if this is the first Specialty Armour chosen/purchased, 3 points if it is the second, 7 points if it is the third or greater.

Flightsuit/PA Underlay Armour
S.D.C./M.D.C. by location: Main Body: 50, *Helmet: 35, Arms: 20 each, and Legs: 30 each.
*The Damage Capacity of a Helmet is listed here for ease, but the suit does not come with a helmet unless upgraded to include that feature. The Damage Capacity of the helmet will change depending on other upgrades.
Armour Rating (in S.D.C. realms): Natural A.R. of 12
Weight: Negligible, excellent mobility, no movement penalty.
Special Features: (Note: Some of these features will only offer partial protection unless upgraded to include a Helmet)

  • This suit is designed for Power Armour pilots, and those who pilot vehicles with similarly tightly enclosed control areas. This suit is ultrathin, barely more than a second skin, (and BARELY leaves anything to the imagination).
  • For those who must be in more… complete contact… with their ‘vehicle’, such as Splicer Host Armours, the actual main portion of the armour retracts leaving only the coloured/illuminated strips (all connected), a belt, and collars around the neck, writs, and ankles in place. The strips become two-toned in this configuration to reflect both Team Colours. While retracted the armour offers no protection, but takes only an action to flow back into place from the strips (almost liquid-like). The armour in this configuration does not interfere with command/control over these types of vehicles/power armours.

Limitations: Armour is not fully environmental as-is, requires upgrades for such. If the main body is depleted the armour disappears. Attempting to cast spells incurs the standard penalties (as per page 21 of the Rifts Book of Magic, among other sources, except when reduced to minimal or ‘modesty’ coverings, which don’t provide any protection).
Cosmetic Options: Optional ‘modesty coverings’ are available when the armour is in its retracted form, to cover areas in a manner similar undergarments/swimwear, as well as loincloths. Many who prefer to use their own or different armours (or no armour at all) prefer this suit upgrade as well. There are also some who utilize this option as swimwear (or similar recreation activities) so that they are never more than a moment’s notice away from armour.
Upgrade Cost: One point if this is the first Specialty Armour chosen/purchased, 3 points if it is the second, 7 points if it is the third or greater.

Main Battle Armour
S.D.C./M.D.C. by location: Main Body: 85, *Helmet: 45, Arms: 30 each, and Legs: 40 each.
*The Damage Capacity of a Helmet is listed here for ease, but the suit does not come with a helmet unless upgraded to include that feature. The Damage Capacity of the helmet will change depending on other upgrades.
Armour Rating (in S.D.C. realms): Natural A.R. of 15
Weight: Negligible, excellent mobility, -5% movement penalty.
Special Features: (Note: Some of these features will only offer partial protection unless upgraded to include a Helmet)

  • Greater protection than the specialty armours with minimal movement penalty.
  • Prerequisite for all Exoskeleton & Powered Armour upgrades

Limitations: Armour is not fully environmental as-is, requires upgrades for such. If the main body is depleted the armour disappears. Attempting to cast spells incurs the standard penalties (as per page 21 of the Rifts Book of Magic, among other sources).
Cosmetic Options: All Main Battle Armours have the ability to display shoulder and chest patches for Unit, Rank, and Achievement insignias, as well as medals, ribbons, and similar awards and honorifics (however the character must first possess such things, or earn them/have them awarded during the Hunt, they cannot be manufactured). Additionally all Main Battle Armours have the ability to add a Field or Bush Jacket/Smock. Further all of these suits of armour can change their visual style and/or colour scheme to a camouflage or digicam style, but the colours remain those of the Team Colours. A number of pieces of headwear are also available as part of this armour, and may be worn without the Helmet, or incorporated into it (if that feature is possessed): Wedge Caps (aka Side Cap, Field Service Cap, & Garrison Cap), Boonie/Bush/Slouch Hat, Field/Patrol/Utility Cap, Beret, Kepi, or Bucket Hat. Name Tags are also available.
Upgrade Cost: One point if this is the first Specialty Armour chosen/purchased, 3 points if it is the second, 7 points if it is the third or greater.

Heavy Armour
S.D.C./M.D.C. by location: Main Body: 110, *Helmet: 50, Arms: 35 each, and Legs: 45 each.
*The Damage Capacity of a Helmet is listed here for ease, but the suit does not come with a helmet unless upgraded to include that feature. The Damage Capacity of the helmet will change depending on other upgrades.
Armour Rating (in S.D.C. realms): Natural A.R. of 16
Weight: Negligible, Fair mobility, -25% movement penalty (movement Penalty is only -5% for augmented [and similar] beings such as Juicers and most Super Soldiers, etc.).
Special Features: (Note: Some of these features will only offer partial protection unless upgraded to include a Helmet)

  • Greatest protection option available without upgrading to a Powered Armour.
  • Optional prerequisite for some Exoskeleton upgrades.
  • Optimized for Augmented individuals such as Juicers and Super Soldiers.

Limitations: Armour is not fully environmental as-is, requires upgrades for such. If the main body is depleted the armour disappears. Attempting to cast spells incurs the standard penalties (as per page 21 of the Rifts Book of Magic, among other sources).
Cosmetic Options: All features of the Main Battle Armour, as well as the option to either cover or highlight personal features, such as a Juicer Harness, while maintaining complete protection (including environmental, if applicable).
Upgrade Cost: One point if this is the first Specialty Armour chosen/purchased, 3 points if it is the second, 7 points if it is the third or greater.

Hunter's Armour Specialty Suits

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