High-Tech Armor
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A wide array of armor and protective equipment appears at TL5-8. These items are listed in approximate order of appearance within their TL, to make it easier for the GM to decide whether they exist yet in a campaign set at that TL. See Armor Tables for an explanation of the notation and abbreviations used in this section’s tables.
High-Tech Low-Tech
Versions of the Low-Tech Armor still see use at TL5-8. Notably, scuba divers and industrial workers wear high-tech mail, while reenactors construct modern versions of ancient armor from TL8 materials.
Steel (TL5). Metal armor (mail, scale, plate, etc.) and shields built using TL5+ steel and machining enjoy twice the DR of their low-tech equivalents; cost and weight don't change. Alternatively, halve cost and weight without doubling DR.
Smart Foam (TL8). This foam is made from "shear thickening liquid" – a substance that is normally quite flexible but becomes rigid on impact. It's concealable under normal clothing. It provides DR 4 vs. crushing damage, DR 1 vs. all other damage. Weighs the same as cloth armor, but cost is ×10.
Titanium (TL8). Metal armor and shields made of titanium offer the same DR as their low-tech equivalents at 1/3 normal weight. Cost is ×5.
Concealing Armor
To conceal armor from somebody who's looking for it, you must win a Quick Contest of Holdout vs. his Search skill. Holdout suffers a penalty equal to DR for rigid armor, DR/3 (round up) for flexible armor. Armor designed specifically to be concealed gives +1 to +4 toward negating this penalty. Also add the bonus for clothes worn over the armor (e.g., Long Coat, and Undercover Clothing). Range penalties apply to Search.
Trauma Plates (TL8)
At TL8, soft ballistic vests typically have built-in pockets for removable "trauma plates" or "anti-stab plates." Such plates increase the armor's cost and weight, but significantly enhance the protection it affords. Assume that plates are available for any flexible torso armor.
Ballistic plates are rigid, and greatly increase a vest's bulk. Those made from ceramic are also brittle – they work by cracking, which absorbs some of the bullet's energy, and lose effectiveness after a small number of shots. The GM who enjoys gritty realism may treat trauma plates as semi-ablative DR.
Anti-Stab Plate (TL8). A small plate of lightweight metal alloy, intended for protection against knife attacks, not firearms. It covers the vitals from the front only. Gives +4 DR. $150, 0.5 lb. LC3.
Small Trauma Plate (TL8). A small ceramic plate that protects the vitals from the front only. Gives +25 DR. $250, 3 lbs. LC3.
Trauma Plate (TL8). A large ceramic plate that protects the entire torso from either the front or the back – two are needed for full torso coverage. Gives +25 DR. $500, 4 lbs. LC3.
My Sore, Aching Feet!
Those trekking off into danger wearing footwear that hasn't yet been "broken in" must make a HT, Hiking, or HT-based Soldier roll. Equipment Modifiers apply for custom-made footwear, which is of good or fine quality. Success means the footwear breaks in quickly, with a minimum of discomfort. Failure results in moderate pain for 2d days. Critical failure leads to terrible pain or even a crippled foot – GM's decision.
Hitting 'Em Where It Hurts
The Basic Set takes an all-or-nothing approach to armor coverage: an armored hit location is completely covered, or nearly so (see Targeting Chinks in Armor). For extra detail, use the following rules.
A hit location may be covered by one or more pieces of armor which provide only an n-in-6 chance of protection. Add n if multiple items protect the hit location. Roll 1d whenever such a partially armored location is hit. On a roll equal to or less than n, DR protects.
An attacker can attempt to strike around partial armor. This gives a penalty over and above that for hit location: -(n-1), but never better than -1. That is, -1 for 1/6 or 2/6, -2 for 3/6, -3 for 4/6, or -4 for 5/6.
Dirty Tech: Homemade Armor
Layers of paper (newspapers, magazines, etc.) and duct tape can be fashioned into a thick vest capable of providing some protection against knives, shotgun pellets, and shell fragments. It won't tolerate water, though, and will come apart in damp weather. Constructing it requires an Armoury (Body Armor) roll at +5 – an IQ roll, if working at default – and 30 minutes' work. Gives the torso DR 3. 18 lbs.
A pair of heavy snips or bolt cutters can turn a plastic bucket or barrel into a quick-and-dirty lorica segmentata. This requires an Armoury (Body Armor) roll at +3 and 3 hours' work. Gives the torso DR 3. 11 lbs.
In a post-apocalyptic setting, those with the Armoury (Body Armor) skill and suitable tools can recycle old road signs and car bodies into real shields and armor.
Torso Armor Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
5 | Steel Vest | torso | 5F | $150 | 7 | 4 | [1] |
5 | Steel Corselet | torso | 10 | $600 | 12 | 4 | — |
6 | Silk Vest + Steel Plate |
torso torso |
4/2* +5F |
$800 +$400 |
6 +6 |
4 4 |
[1, 2] — |
6 | Composite Body Armor | torso, groin | 4 | $150 | 6 | 4 | — |
6 | Sentry Armor | torso, groin | 14F | $300 | 20 | 4 | — |
6 | Light Body Armor | torso, groin | 5 | [[$1,000 | 9 | 4 | [1] |
6 | Bulletproof Vest | torso | 6 | $750 | 8 | 4 | [1] |
7 | Flak Vest | torso | 7 | $500 | 20 | 4 | |
7 | Fragmentation Vest | torso, groin | 6 | $200 | 13.5 | 4 | [3] |
7 | Improved Fragmentation Vest + Trauma Plates |
torso torso |
4/2* +18 |
$400 +$3,600 |
8 +15 |
3 2 |
[2] — |
7 | Aircrew Armor | torso | 20F | $600 | 15 | 3 | — |
7 | Shoulder Pads | torso, arms | 3/1 | $50 | 5 | 4 | [4] |
8 | Fragmentation Vest + Trauma Plates |
torso, groin torso |
5/2* +25 |
$350 +$350 |
9 +16 |
3 2 |
[2] — |
8 | Early Concealable Vest | torso | 8/2* | $200 | 2.5 | 3 | [1, 2] |
8 | Concealable Vest | torso | 12/5* | $1,000 | 2 | 3 | [1, 2] |
8 | Assault Vest + Trauma Plates |
torso, groin torso |
12/5* +23 |
$900 +$600 |
8 +8 |
2 2 |
[2] — |
8 | Anti-Stab Vest | torso | 5F* | $300 | 4 | 4 | — |
8 | Advanced Body Armor | torso | 35/5* | $4,600 | 17 | 2 | [1, 5] |
Notes:
- [1] Concealable as or under clothing.
- [2] Split DR: use the first, higher DR against piercing and cutting attacks; use the second, lower DR against all other damage types.
- [3] Provides DR 8 to the vitals from the front.
- [4] Protects the torso (1/6) and arms (1/6). Use DR 3 against crushing attacks; use DR 1 against all other damage types. Gives +1 to damage inflicted and DR 3 against damage received when making a slam.
- [5] Use the lower DR versus crushing attacks only.
Limb Armor Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
5 | Chaps | legs | 1* | $40 | 2 | 4 | — |
5 | Shin Guards | legs | 4F | $50 | 1.5 | 4 | — |
6 | Light Body Armor | arms | 4 | $300 | 5 | 4 | — |
6 | Light Body Armor | legs | 4 | $350 | 8 | 4 | — |
7 | Aircrew Leg Armor | legs | 15F | $200 | 18 | 3 | — |
7 | Riot Gear | arms | 3 | $100 | 2 | 4 | — |
7 | Riot Gear | legs | 3 | $100 | 4 | 4 | — |
8 | Ballistic Leggings | legs | 12/5F* | $400 | 8 | 4 | [1] |
8 | Sharp-Protective Armor | arms | 3/1* | $100 | 2 | 4 | [2, 3] |
8 | Sharp-Protective Armor | legs | 3/1* | $100 | 4 | 4 | [2, 3] |
8 | DAP | arms | 8/2* | $200 | 5 | 4 | [1] |
Notes:
- [1] Split DR: use the first, higher DR against piercing and cutting attacks; use the second, lower DR against all other damage types.
- [2] Split DR: use the first, higher DR against impaling and cutting attacks; use the second, lower DR against all other damage types.
- [3] Concealable as or under clothing.
Footwear Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
5 | Boots | feet | 2* | $80 | 3 | 4 | [1, 2] |
5 | Boots, Arctic | feet | 2* | $150 | 6 | 4 | [1, 2] |
5 | Boots, High | feet | 2* | $100 | 6 | 4 | [1, 2, 3] |
5 | Moccasins | feet | 1* | $40 | 1 | 4 | [1] |
6 | Cleats | feet | 1* | $50 | 2 | 4 | [2] |
6 | Sneakers | feet | 1* | $40 | 2 | 4 | [1] |
6 | Boots, Steel-Toed | feet | 6/2 | $100 | 4 | 4 | [1, 2, 4] |
7 | Boots, Jungle | feet | 3/2 | $75 | 3 | 4 | [1, 2, 5] |
7 | Boots, Blast | feet | 15/2 | $350 | 5 | 3 | [2, 5] |
8 | Boots, Firefighter | feet | 6/3 | $250 | 7 | 4 | [2, 4, 5] |
8 | Shoes, Climbing | feet | 1* | $80 | 1 | 4 | [1] |
Notes:
- [1] Concealable as or under clothing.
- [2] Give +1 to kicking damage.
- [3] With the tops turned up, provide 3/6 protection to the legs; see Hitting 'Em Where It Hurts.
- [4] Split DR: use the first, higher DR when . in the GM's opinion . the boot's steel toe box would protect (e.g., dropping an item on the foot or crushing the toes in heavy machinery) or when an attack on the foot hits the toe (2/6 protection); use the second, lower DR against all other attacks.
- [5] Split DR: use the higher DR when an attack strikes foot from beneath.
Gloves Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
7 | Hockey Glove | hand | 3 | $50 | 2 | 4 | — |
8 | Frisk Gloves | hands | 1* | $50 | 0.5 | 4 | [1] |
8 | Sharp-Protective Gloves | hands | 3/1* | $30 | 1 | 4 | [1, 2] |
Notes:
- [1] Concealable as or under clothing.
- [2] Split DR: use the first, higher DR against impaling and cutting attacks; use the second, lower DR against all other damage types.
Headgear Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
5 | Skullcap | skull | 3 | $50 | 1 | 4 | [1] |
5 | Stock | neck | 2 | $10 | 0.5 | 4 | — |
6 | Cavalry Helmet | skull | 4 | $100 | 3 | 4 | — |
6 | Early Firefighter's Helmet | skull | 2 | $20 | 1 | 4 | — |
6 | Heavy Helmet | skull | 6 | $100 | 5 | 4 | — |
6 | Leather Helmet | skull | 2 | $20 | 1 | 4 | [1] |
6 | Light Helmet | skull | 3 | $40 | 2 | 4 | — |
6 | Medium Helmet | skull | 4 | $60 | 3 | 4 | — |
7 | Frag Helmet + Visor |
skull eyes, face |
5 1 |
$125 +$25 |
3 +1.5 |
4 4 |
— — |
7 | Hard Hat | skull | 4/2 | $50 | 1 | 4 | [2] |
7 | Modern Firefighter's Helmet + Visor |
skull eyes, face |
5 1 |
$250 +$50 |
2.5 +0.5 |
4 4 |
— — |
7 | Motorcycle Helmet + Visor |
head eyes, face |
6/3 1 |
$200 +$50 |
3 +0.5 |
4 4 |
[2] — |
8 | Ballistic Helmet + Visor |
skull eyes, face |
12 10 |
$250 +$200 |
3 +1.4 |
3 3 |
— — |
8 | Football Helmet | skull, face | 6/3 | $150 | 3 | 4 | [2] |
8 | Hockey Helmet | skull | 2/1 | $50 | 2 | 4 | [2] |
8 | Riot Helmet + Visor |
skull, face eyes, face |
6 1 |
$200 +$50 |
3 +0.5 |
4 4 |
— — |
Notes:
- [1] Concealable as or under clothing.
- [2] Split DR: use the first, higher DR against crushing attacks; use the second, lower DR against all other damage types.
Shield Table
SHIELD (DX-4, or other Shield at -2)
TL | Shield | DB | Cost | Weight | DR/HP | LC |
---|---|---|---|---|---|---|
6 | Bulletproof Shield | 2 | $300 | 30 | 10/80 | 4 |
7 | Riot Shield | 2 | $60 | 7.5 | 7/40 | 4 |
8 | Medium Entry Shield | 2 | $1,200 | 17 | 12/40 | 4 |
8 | Large Entry Shield | 3 | $1,400 | 22 | 12/60 | 4 |
Portable devices: Explosive Blanket (TL7), and Radiation Blanket (TL8) are too heavy to be used as shields, but they provide useful cover from specialized threats.
Gas Mask Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
5 | Gas Mask | eyes, face | 2 | $100 | 8 | 4 | [1, 2] |
6 | Gas Mask | eyes, face | 2 | $100 | 4 | 4 | [1, 3] |
7 | Gas Mask | eyes, face | 2 | $200 | 3.5 | 4 | [1, 3] |
8 | Gas Mask | eyes, face | 2 | $250 | 2 | 4 | [1, 3] |
Notes:
- [1] Gives Filter Lungs, Immunity to Eye and Nose Irritants, and No Sense of Smell/Taste.
- [2] Gives Tunnel Vision.
- [3] Gives No Peripheral Vision.
SCBA Mask Table
(Self-Contained Breathing Apparatus)
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
7 | SCBA Mask | eyes, face | 2 | $200 | 5 | 4 | [1] |
8 | SCBA Mask | eyes, face | 2 | $400 | 4 | 4 | [1] |
Notes:
- [1] Gives Doesn't Breathe (while the air tank holds out), Immunity to Eye and Nose Irritants, No Peripheral Vision, and No Sense of Smell/Taste.
Scuba Mask Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
7 | Scuba Mask | eyes, face | 2 | $500 | 4 | 4 | [1] |
7 | FFM | eyes, face | 2 | $1,000 | 6 | 4 | [1] |
8 | Scuba Mask | eyes, face | 2 | $400 | 4 | 4 | [1] |
8 | FFM | eyes, face | 2 | $1,000 | 2 | 4 | [1] |
Notes:
- [1] Gives Doesn't Breathe (while the air tank holds out), Immunity to Eye and Nose Irritants, No Peripheral Vision, and No Sense of Smell/Taste.
Diving Suit Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
5 | Closed-Dress Suit | full suit | 6/2 | $2,500 | 175 | 4 | [1] |
8 | Hard-Hat Suit | full suit | 6/2 | $9,000 | 95 | 4 | [1] |
Notes:
- [1] Suit only. Use DR 6 for the head, DR 2 for everything else. Gives Doesn't Breathe (while the pump is working), Immunity to Eye and Nose Irritants, No Sense of Smell/Taste, and Tunnel Vision.
Environment Suits Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
7 | Anti-G Suit | full suit | 0 | $5,000 | 6 | 4 | — |
7 | Biohazard Suit | full suit | 1* | $500 | 8 | 4 | [1, 2] |
7 | Clean Suit | full suit | 0 | $100 | 1 | 4 | [3] |
7 | Dry Suit | full suit | 1* | $1,000 | 6 | 4 | — |
7 | Fireproof Suit | full suit | 4/1* | $200 | 4 | 4 | [4, 5] |
7 | NBC Suit | full suit | 1* | $150 | 3.5 | 4 | [1, 2, 5] |
7 | Space Suit + Space Helmet |
full suit head |
2 2 |
$2,000,000 +$5,000 |
80 +5 |
4 4 |
[2, 6] — |
7 | Space Suit, EVA + Space Helmet |
full suit head |
2 3 |
$2,000,000 +$25,000 |
180 +10 |
4 4 |
[2, 8] [9] |
7 | Turnout Gear | full suit | 5/2* | $1,500 | 12 | 4 | [4] |
7 | Wetsuit | full suit | 1* | $200 | 3 | 4 | — |
8 | Bomb Disposal Suit + Visor |
full suit eyes, face |
20/5* 10 |
$10,000 +$200 |
65 +3 |
3 3 |
[10] — |
Notes:
- [1] Uses NBC Suit skill. Provides the Sealed advantage if worn with an air mask.
- [2] Suit's DR applies only against burning or corrosion damage.
- [3] Gives +4 HT when dealing with disease-ridden victims; see Contagion.
- [4] Use the higher DR against burning damage only.
- [5] Concealable as or under clothing.
- [6] Uses Vacc Suit skill. Biomedical sensors allow remote monitoring of vital signs, giving +1 to Diagnosis skill when examining the wearer. Worn with its helmet and connected to an air supply, the suit gives Doesn't Breathe, Protected Smell, Sealed, and Vacuum Support.
- [7] Provides Filter Lungs, Protected Hearing, Protected Smell, and Protected Vision . and Radio, while the mike and headset are plugged in. Also gives the No Peripheral Vision disadvantage.
- [8] As note [6], with the addition of a climate-control system and a life-support pack that gives Doesn't Breathe for 7 hours when the helmet is worn.
- [9] As note [7], but the Radio is self-contained.
- [10] Split DR: Use the first, higher DR against attacks from the front; use the second, lower DR for attacks from all other directions. This is torso DR; head is DR 7, limbs are DR 5.
Rebreather Table
TL | Armor | Location | DR | Cost | Weight | LC | Notes |
---|---|---|---|---|---|---|---|
7 | Early Rebreather | eyes, face | 2 | $2,000 | 30 | 4 | [1] |
7 | Rebreather | eyes, face | 2 | $3,500 | 30 | 4 | [1] |
8 | Advanced Rebreather | eyes, face | 2 | $7,000 | 45 | 4 | [1] |
Notes:
- [1] Gives Doesn't Breathe (while the air tank holds out), Immunity to Eye and Nose Irritants, No Peripheral Vision, and No Sense of Smell/Taste.
Miscellaneous Bits and Pieces
These items protect very specific body parts from certain types of injury.
Cup (TL7). A plastic guard that gives the groin DR 2 vs. crushing (DR 1 vs. other damage), only from the front. Also grants +2 to knockdown rolls for groin hits. $20, neg. LC4.
Mouthguard (TL7). A form-fitted plastic mouthpiece worn to protect the jaw and teeth. Gives +1 to knockdown rolls for face hits, but makes speech difficult (treat as Disturbing Voice, p. B132). $20, neg. LC4.
Knee or Elbow Pads (TL8). Modern pads provide DR 3 for arm or leg joints when crawling, kneeling, or falling on hard surfaces (GM’s decision), or when the knee or elbow is struck in combat (2/6 protection for that limb). Per pair: $20, 0.5 lb. LC4.