ARMOUR & PROTECTION

The next most important item besides clothes in these dangerous times has got to be armour. If you are wearing any armour heavier than kevlar, expect some hassle from the local cops. The will stop you, check your papers and may frisk you for weapons. Only risk heavier armours (flak and above) if you are going against serious firepower.

Each armour type is described in its appearance, AP rating, its SDP (basically the armours hit points) and reaction penalty. The first number is the armours rating against high velocity attacks- such as bullets, arrows or flechettes. The second rating is against low velocity attacks- including all melee attacks and concussion grenades. All armour has a layer of shielding to protect you from microwave and arc gun attacks. This value is equal to the high energy AP value (the first number). Depending on the type of attack you get to subtract that AP value from the damage. When armour is layered, each layer considered separately.

Example: an armoured jacket and t-shirt would provide two layers of 10/2 as the attack would have to penetrate the coat first.

Each time your are hit the armours stops damage equal to its AP value. It's SDP, or structure damage points are reduced by this value.

Example: I'm shot in the torso for 12 points of damage so I use the first value of the coat. The longcoat stops the first 10 points, then the t-shirt stops the rest. The longcoat's SDP is reduced by 10 and the shirt's SDP is reduced by 2.

AP is reduced by one point per ten points of SDP lost. Armour can be repaired- typically at 10% of its original cost will restore 3D10 of SDP.

Some armour types are bulky and restrain movement (a heavy winter coat or leather jacket can be bad enough). The reflex penalty (RP) reduces your characters quickness score when performing any physical action (including initiative). The RP value may also have the letter next to it:

Armour is sold by different manufacturers for all races and even some fashion stores stock designer armour. How armour looks is a major concern to some people, especially high profile body guards, or corporates, who need protection but still want that business look. There is even fashion trends in armour, as people want to look cool and still be protected.

Armour covers the location listed such as head, body, arms, upper legs and lower legs. Armour which covers the arms is assumed to protect the hands to a limited degree. If you have armour which overlaps (a longcoat will cover your upper legs) you get additional protection.

OPTIONAL RULE: HARD & SOFT ARMOUR

Just as different strengths of armour offer various levels of protection, so too does the material the armour is made of. Soft armours are more flexiable, tend to be cheaper and easier to wear. This also makes them easier to shape and hide into what looks like normal clothing. However, soft armour doesn't offer 100% protection against high velocity projectiles.

For every 6 the attacker rolls on the damage dice, one point of damage goes straight through the soft armour. Don't forget that rolling a six also means the attacker gets another dice of damage. This damage does not pierce the armour, but should be considered heavy bruising or even broken bones in some instances.

Skin lacing, armour clothing, leather, kevlar. armoured skin cover for cyberlimbs and pretty much all bioware armouring.

Flak, carapace, segmented armour (cyberware), battle armour for cyberlimbs, etc

 

ARMOUR CLOTHING

Type Areas AP SDP RP Cost Availability
Shirt Torso & arms 6/4 60 0 Style x 2 Common
Jacket Torso & arms
Torso & arms
6/4
8/6
60
80
0 Style x 2
Style x 3
Common
Trousers Legs 6/4 60 0   Common
Skirt Upper legs 6/4 60 0 Style x 2 Common
Longcoat Torso, arms & upper legs
Torso, arms & upper legs
6/4
8/4
60
80
0
0
Style x 2
Style x 3
Common
Common
Skinsuit All locations (inc head) 8/6 80 0 150 x  style Common
Hat / Cap Head (not face) 6/4 60 0N Style x 2 Common

Armour clothing is the same as normal clothing except it manufactured with tougher materials and has a thin layer of reflex plastic which hardens when hit. The cost is equal to the garments usual price multiplied by double its style value. Sneaksuits come in two types, firstly the loose fitting overall style or the more popular skinsuit (especially highriders). They cover all of you and have a hood plus drawstring to cover you face. Although sneaksuits are fashion items, black IR aborbing ones are available (these cost an extra $400) and grant +2 to stealth / hide tests in low light conditions.

LEATHER

Type Areas AP SDP RP Cost Availability
Jacket Torso & arms 5/3 50 0 50 Common
Armoured Jacket Torso & arms 8/6 80 0A 250 Common
Duster Torso & arms 5/3 50 0 75 Common
Armoured Duster Torso & arms 8/6 80 0A 275 Common
Trousers Legs 5/3 50 0 50 Common
Armoured Trousers Legs 8/6 80 0A 250 Common

Leather is one of the oldest armours used by man and most of the other races too. While not very absorbent it is flexible, comfortable, durable and as leather is often worn as a style of clothes this type of armour is not too conspicuous. Leather weave armour has a syn-weave process in its design which makes it tougher. Leather armour is often worn in leu of armoured cloth where appearance is more important than protection.

KEVLAR

Type Areas AP SDP RP Cost Availability
T-shirt Torso 10/5 100 0 75 Common
Shirt Torso 10/5 100 0 85 Common
Jacket Torso & arms
10/5
12/8
15/10
100
120
150
0
0A
1B
100
125
150
Common
Longcoat Torso, arms &
upper legs
10/5
12/8
15/10
100
120
150
0
0A
1B
150
175
200
Common
Trousers Legs 12/8
15/10
120
150
0A
1B
100
150
Common
Skirt Upper legs 10/5 100 1 100 Common
Skinsuit All (hooeded) 12/8 120 0A 300 Common
Helmet Head (not face) 15/10 150 0N 75 Common

Kevlar armour is a balistic cloth weave which is light and cool enough to wear as normal clothes. Jackets, skirts and trousers are sometimes made of this material and appear as normal fashion jackets (multiply by style multiplier). It is not the most protective armour but it is certainly the most concealable. Kevlar t-shirts are not true shirts, they fit underneath normal clothing adding extra protection. Kevlar sneaksuits are comfortable but can get a little to warm if warn under clothes during hot days. This armour is the most protective you can conceal. It will stop most handgun and SMG attacks. A rifle, or shotgun will probably blow you to bits however.

FLAK

Type Areas AP SDP RP Cost Availability
Jacket Torso & arms 20/15
25/20
200
250
2A
3B
250
300
Streetwise [15]
Trousers Legs 20/15
25/20
200
250
2A
3B
200
250
Streetwise [15]
Helmet Head & face 25/20 200 0N 250 Streetwise [15]

Flak armour is a strong weave of flak cloth, metal composites and a special polymer which hardens on impact which gives it some but limited flexibility. It is bulky and can encumber a wearer if a lot is worn. It is military issue so it comes in black or camouflage. You cannot buy it over the counter and each item requires a difficult [20] streetwise roll. Flak is a good armour as it offers protection from the higher powered weapons. The helmets come with a face guard, just as carapace and enhanced armour helmets do, as well as a high impact eye guard. This type of armour is often worn by riot police, guards and mercenaries.

CARAPACE

Type Areas AP SDP RP Cost Availability
Body Section Torso & arms 30/25 300 4N 450 Streetwise [20]
Legs Section Legs 30/25 300 3N 300 Streetwise [20]
Helmet Head & face 30/25 300 0N 200 Streetwise [20]

Carapace is a thick epoxide and metal composite material. It is extremely tough, very heavy and restricts movement quite badly. However movement is not a major concern when you have armour this protective. Carapace is normally one colour all over as it is designed for military use. As it is very angular it has a "vector graphics" look to it and is available in black, snow camouflage or normal camouflage. This armour is stolen military armour and you will be treated as a serious threat by police and security forces.

C-CLOTH

Type Areas AP SDP RP Cost Availability
Oversuit All 0 0 0 800 Rare [20]
Skinsuit All 12/8 120 0A 1200 Rare [20]
Battlesuit All 20/15 200 4B 2000 Rare [20]

C-cloth is treated with chemicals which copy the surrounding materials like a chameleons skin. It will attempt to match the surrounding patterns and colours helping you blend in. A suit of this gives a +4 bonus to sneak / hide tasks. It can be added to any armour, or item of clothing, which is why it has a +$400 under cost. This coating remains something of a fashion material, its continual blending patterns where picked up instantly by the techno and trip-house crowd.