Armor Chart


Most armors in the 2020’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 (Lt)
Good for road rash, stopping knives, etc. A good .38 slug will probably rip you to bits, however.

Kevlar Clothing SP=5 (Lt)
Can be worn unnoticeably under most street clothes. Will stop low caliber rounds up to a 9mm

Kevlar Suit SP=10 (Med)
For the fashion conscious executive with an eye out for protection. Will stop most rounds up to a .45 ACP.

Kevlar Vest SP=10 (Lt)
A light-weight vest that protects the torso. 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 (Nylon) or 20 (Steel) (Lt)
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. Both types count as Hard Type Armor.

Flak Vest/Pants SP=20 (Hvy)
Standard protection for combat soldiers, the flack vest is designed to stop small arms fire, grenade shrapnel, but only slow up assault rifle rounds. Due to metal inserts, Flak armor counts as Hard Type Armor.

Doorgunner’s Vest SP=25 (Hvy)
Heavy duty protection for stationary positions, like machinegun nests, helicopter doors, etc. Counts as Hard Type Armor.

MetalGearâ„¢ SP=25 (Hvy)
Laminated expoxide plate armor. Bulky and designed in modular sections, with helmet, arm & leg coverings, torso and back clamshell. Counts as Hard Type Armor.

If multiple layers of armor are worn the highest SP is counted first, with each additional layer providing a bonus equal to it’s type (Lt = 1, Med = 2, Hvy = 3), up to a maximum number of layers equal to a players <reversed> Body Type Modifier (BTM). Each armor type equals the equivalent in BTM points.
(ex. A player with a BTM of -4 wears a kevlar T-shirt (SP 5), a Kevlar Vest (SP 10) and a Medium Kevlar Jacket (SP 18) for a total of 18(Med)+ 1(Lt)+ 1(Lt) 20. The Med kevlar jacket uses 2 points of BTM, and the Vest and T-shirt each use 1 a piece (Lt). This is the maximum that player could have worn. Conversely the player could have worn 1 Hvy item and 1 Lt item OR 4 pieces of Lt armor.)


Armor table

(EV) Encumbrance values should be added together and subtracted from character’s total REF stat.
AP rounds: treat all Armor as 1/2xSP (rounding up)
Edged weapons treat SP as 1/3xSP (rounding up). Hard Type armors count full SP against Edged weapons.
Armour options

Armor Chart

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