Body armors are divided up by whether or not the
majority of their protection is based on rigid
metals/ceramics/composites, or on softer, more flexible
ballistic fabrics. This is done for layering purposes and
for some weapon damage effects. The table below is
arranged with heaviest protection at the top, lightest at
bottom.
HARD/SOFT ARMOR TABLE
HARD ARMORS |
SOFT ARMORS |
Metal Gear |
Heavy Armor
jacket |
Police riot armor |
Med. Armor jacket |
Door Gunner's vest |
Police patrol armor |
Steel helmet |
M-78 RPA jacket |
Hak vest/pants |
Light Armor jacket |
Ballistic Nylon helmet |
Kevlar T-shirt/vest |
M-78 RPA heavy vest |
M-78 RPA T-shirt |
Corp Mil body armor |
Heavy Leather |
C-Ballistic Light Mesh™ |
SkinTight™ armor padding |
A=Militech
Revised Personal Amor, AP - defeating, CorpBook |
2 C -
BaIIistic Mesh, Skin Tight Padding - Interface
vol 1, #1-2 |
Mayering Armor:
"What a concept", you think, shrugging into a
bulletproof T-shirt, bulletproof vest and a Kevlar armor
jacket. Theoretically, one should be able to layer
protection upon itself until he becomes invulnerable.
Prongo. First of all, let's look at reality. If the
average cop could stack layers of armor on himself before
tackling a domestic disorbance call, you can bet he'd do
it. But doesn't, because it just isn't practical. Here's
why.
Then you layer flack jackets, you aren't invulnerable;
you're just immobile. While modern armor isn't as heavy
as old fashioned armor plate, it's very encumbering from
the movement angle.Straps, buckles, padding and stiff
plastic add up to restrict arm movement, chafe the torso,
and weigh down the legs. Pillsbury-doughboy padded arms
don't lift guns very well, and well-stuffed legs aren't
much for bending, climbing and running.
For this reason, every armor type in FNFF has an encumbcrance
value (EV). When wearing body armor, add up the
total of EV's (listed in the Armor Table), and
subtract this from your character's REFLEX stat. Even if
you're cybered up, a lot of armor is gonna cost you.
New Armor Rules:
These new rules (previously published in CP 2020
erratta sheets) have been added to clarify the armor
question and deal with a reoccurring problem.
New Rule 1: Maximum Armor
Now, in addition to Encumberance Values, only a
maximum of 3 layers of Armor can be worn at any one time;
no more than one of these layers can be Hard Armor (see
Hard/Soft Armors Table). The 2nd layer has an extra EV
penalty of -1; the 3rd layer, an additional penalty of
-2. Subdermal Armor and Bodyplating
cyberware options are considered to be armor layers; Skinweave
is considered a layer, but receives no penalty.
New Rule 2: Proportional Armor
When layering armor, or wearing armor behind an
obstacle or cover, subtract the smaller SP from the
larger one. Find the difference on the table below and
read across to the other column. This is the bonus number
you add to the larger SP to determine overall protection
from the armor/armor, or armor/cover combination. If you
have three or more layers of protection, calculate in
pairs from the inside out (example: For armors A, B, C,
you compare A and B; determine the bonus number, and then
compare the new strength of the larger of the pair to
armor C.)
PROPORTIONAL
ARMOR TABLE |
Difference in
SPs |
Bonus Number |
0-4 |
+5 |
5-8 |
+4 |
9-14 |
+3 |
15-20 |
+2 |
21-26 |
+1 |
27+ |
+0 |
Armor Piercing Rounds
There's another reason why armor isn't the universal
cure for flying lead, and it's called Armor Piercing
(AP) rounds. These are bullets designed to deliver their
full impact to a single point, instead of mushrooming out
like a normal bullet. They don't cause as much damage as
a standard lead or hollow point round (1/2 normal
damage), but they cut through armor like a hot knife
through cheese. As a result, whenever AP rounds are
encountered, armor will have one half it's total SP
value.
For example, say a 5.56 AP round muses 30 points
of damage. It hits SP 10 armor, which reduces it by 5
(10/2=5) The remaining 25 points ore further reduced to
12 (25/2= 12.5, rounded down to 12), based on an AP
round's lower damage capacity.
The same is true of knives, swords and other edged
weapons. Note that armors marked with a check (***) on
the Armor Table are at half SP effectiveness against
edged weapons.
The smart solution in a combat situation is to rely on
the lightest armor you think you can get away with unless
you're planning to take on a stationary position or go up
against very heavy firepower.
Staged Penetration: Armor doesn't
just keep absorbing damage indefinitely. One option is to
use the concept of Staged Penetration. Each time the
armor is struck by a pentrating attack (i.e., an attack
that actually exceeds the armor's SP), it's SP is reduced
by 1 point When the SP reaches 0, the armor will no
longer stop damage.
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