This is the next most important purchase for the
well-dressed punk. Most armors in the 2000's are made of
epoxide laminates, plastic mesh weaves and thin metal or
ceramic insert plates. They are light, but often bulky;
each one has an Encumbrance Value (EV) which is
subtracted from your character's REF, and a Stopping
Power (SP), which refers to the ability of the armor to
stop damage. The Stopping Power is subtracted from the
amount of damage done by the hit. Armor includes:
Heavy leather (Jacket or Pants) SP=4
Good for road rash, stopping knives, etc. A good .38 slug
will probably rip you to bits, however.
Kevlar T-Shirt/Vest SP=10
Can be worn unnoticeably under most street clothes. Will
stop most rounds up to a .45 ACP.
Kevlar Armor Jacket SP=14 (Lt), 18 (Med) or 20
(Hvy)
Personal protection for the fashion conscious, these
lightweight Kevlar jackets have nylon coverings that
resemble normal jackets.
Helmet SP=14 (steel) or 20 (nylon)
Heavy duty protection for the head, standard for most
military. Some are made of steel, others of kevlar and
high impact plastics. Most (90%) have face shields with
1/2 the SP level as the rest of the helmet.
Flack Vest/Pants SP=20
Standard protection for combat soldiers, the flack vest
is designed to stop small arms fire, grenade shrapnel,
but only slow up assault rifle rounds.
Doorgunner's Vest SP=25
Heavy duty protection for stationary positions, like
machinegun nests, helicopter doors, etc.
MetalGear SP=25
Laminated expoxide plate armor. Bulky and designed in
modular sections, with helmet, arm & leg coverings,
torso and back damshell.
BODY
ARMOR |
Type of Armor |
Covers |
SP* |
EV** |
Cost |
Cloth, leather |
Arms, Torso, possibly legs |
0 |
+0 |
Varies |
Heavy leather |
Arms, Torso, possibly legs |
4 |
+0 |
50. |
Kevlar T-Shirt, Vest |
Torso |
10 |
+0 |
90. |
Steel helmet |
Head |
14 |
+0 |
20. |
Light Armor jacket |
Torso, Arms |
14 |
+0 |
150. |
Med Armor jacket |
Torso, Arms |
18 |
+1 |
200. |
Flack vest |
Torso |
20 |
+1 |
200. |
Flack pants |
Legs |
20 |
+1 |
200. |
Nylon helmet |
Head |
20 |
+0 |
100. |
Heavy Armor jacket |
Torso, Arms |
20 |
+2 |
250. |
Door Gunner's vest |
Torso |
25 |
+3 |
250. |
MetalGear |
Whole Body |
25 |
+2 |
600. |
* Stopping Power (SP) refers to the
ability of the ability of the armor to stop damage.
**AP rounds: treat all Armor as 1/2xSP V-Edged weapons
treat SP as half t (EV) Encumbrance values should be
added together and subtracted from character's total REF
stat.
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