ARMORS REVISITED
How does the numbers work
Since you can't run faster than a bullet, the best thing is to be able to stop it dead in its tracks. Armor provides you with damage reduction equal to its Stopping Power (SP). This value is subtracted from any damage you take to a location, potentially reducing it to 0 and preventing you from taking any damage.
Unlike the official rules, here all armors grant only 1/2 of their SP. Therefore, a Metal Gear has SP 12 and a lightweight armored jacket has SP 7.
In addition, Skin Weave (skin implant) only provides half of its original value (and then 1/2 of what's left), as it's absurd for a thin layer of kevlar under the skin to offer more protection than a bulletproof vest. Thus, Skin Weave with SP 12 would be 12/2/2 = 3.
Remember that soft armor is reduced to 1/4 of its value against blunt impacts and to 1/2 against cutting ones.
You can see a summary of armors in the following table:
| Name | Type | Area | SP | EV | Cost |
|---|---|---|---|---|---|
| Clothes, Leather | Soft | Arms, Torso, Possibly Legs | 0 | -0 | Varies |
| Hard Leather | Hard | Arms, Torso, Possibly Legs | 2 | -0 | 50 |
| Reinforced Cap | Soft | Head | 4 | -0 | 25 |
| Facial Protector, Mask | Soft | Head | 4 | -0 | 20 |
| Kevlar Vest or Shirt | Soft | Torso | 5 | -0 | 40 |
| Reinforced Sweater | Soft | Head, Torso | 5 | -0 | 50 |
| Steel Helmet | Hard | Head | 7 | -0 | 20 |
| Steel Mask | Hard | Head | 7 | -0 | 20 |
| Light Armored Jacket | Soft | Arms, Torso | 7 | -0 | 90 |
| Light Armored Pants | Soft | Legs | 7 | -0 | 40 |
| Medium Armored Jacket | Soft | Arms, Torso | 9 | -1 | 125 |
| Ballistic Vest | Hard | Torso | 10 | -1 | 100 |
| Ballistic Pants | Hard | Legs | 10 | -1 | 75 |
| Nylon Helmet | Hard | Head | 10 | -0 | 100 |
| Heavy Armored Jacket | Soft | Arms, Torso | 10 | -2 | 150 |
| Sniper Vest | Hard | Torso | 12 | -3 | 120 |
| MetalGearâ„¢ | Hard | Full Body | 12 | -2 | 900 |
Style Modifier Cost: Generic x1, Leisurewear or Urban Flash x2, Businesswear or Edgerunner x3, High Fashion x4
Moreover, you can stack different layers of armor on top of each other. However, there is a limit to what you can wear and how much protection it will provide. The summary is as follows:
Additional layers of armor you can wear (up to a maximum of 3 layers):
| Penalty for Additional Layers | |
|---|---|
| For Each Additional Layer on Torso | For Each Additional Layer on Legs |
| Light: -1EV | Light: -1EV |
| Medium: -3EV | Medium: -2EV |
| Heavy: -4EV | Heavy: -3EV |
What clothing is in each category? According to Chrome Book 4:
Implanted armors count as a layer but do not grant an extra penalty.
For each additional layer you wear, you must calculate the proportional armor they provide (they do not simply stack). Find the difference between the two layers and add the bonus number to the higher armor.
| Difference between SPs |
Extra SP |
|---|---|
| 0-4 | +2 |
| 5-10 | +1 |
| 11+ | +0 |
Helmets:
Helmets reduce Awareness/Notice checks based on vision by -1 and those based on hearing by -3. They are also suffocating and cause fatigue; it is not recommended to wear additional layers underneath (like scarves or masks). If you do so, expect that the Awareness/Notice penalties will at least double.
Hard Armor:
Hard armors cannot be made stylish or inconspicuous. Additionally, they are bulky, uncomfortable (even without EV), and stifling. After a few hours, you'll have to start making Endurance checks or receive a penalty to your skills.