Modern Armor adjusted for Behind Armor Blunt Damage.
Following my version of edge protection, here's my take on making modern armor less "all or nothing".
The basic idea is from: https://jetgurps.blogspot.com/
The idea for my version is simple: Instead of just turning piercing damage to blunt, which doesn't really do anything if the enemy didn't hit the vitals (or making it worse, as pi- would have its damage increased!), the damage is halved and turned into blunt.
BABT Modern Armor Table
The armor on this table covers all body parts except Neck, Face and Eyes.
To help choosing armor, also provided is the cost and weight for a "Vest" which covers only the Torso.
|
Armor |
DR |
Weight |
Cost |
Layer |
Flexible? |
Vest Weight |
Vest Cost |
TL |
|
Silk |
1/31 |
34 |
180 |
Outer |
Y |
11 |
61 |
6 |
|
Rubber |
2/61ª |
37 |
186 |
Outer |
Y |
12 |
62 |
6 |
|
Elastic Polymer |
2/61 |
13 |
1,344 |
Inner |
Y |
4 |
456 |
7 |
|
Kevlar |
4/121 |
13 |
1,608 |
Inner |
Y |
4 |
546 |
8 |
|
Heavy Kevlar |
6/181 |
20 |
2,412 |
Outer |
Y |
6 |
820 |
8 |
|
Ballistic Polymer |
7/211 |
11 |
2,940 |
Inner |
Y |
3 |
999 |
8 |
|
Heavy Ballistic Polymer |
13/361 |
20 |
5,040 |
Outer |
Y |
6 |
1713 |
8 |
|
Steel Inserts |
2/61 |
42 |
144 |
Insert |
N |
14 |
48 |
6 |
|
Steel Plate |
5/151 |
105 |
360 |
Outer |
N |
35 |
122 |
6 |
|
Light Ceramic Inserts |
4/121ª |
33 |
840 |
Insert |
N |
11 |
285 |
7 |
|
Ceramic Inserts |
8/241ª |
67 |
1,680 |
Insert |
N |
22 |
571 |
7 |
|
Ceramic Plate |
11/331ª |
92 |
2,310 |
Outer |
N |
31 |
785 |
7 |
|
Light Adv. Ceramic Inserts |
4/121ª |
25 |
2,520 |
Insert |
N |
8 |
831 |
8 |
|
Adv. Ceramic Inserts |
10/301ª |
63 |
6,300 |
Insert |
N |
21 |
2142 |
8 |
|
Adv. Ceramic Plate |
14/421ª |
88 |
8,820 |
Outer |
N |
29 |
2998 |
8 |
1Behind Armor Blunt Trauma: Any Piercing damage that is lower than 3 times the DR of the armor is halved and turned into crushing damage. This is indicated by having two values: the first value the actual DR; any damage below the second value is halved and turned to crushing damage.
ªAblative: Each 10 points of damage reduce the DR by 1.
Layers
Inner and Insert layers are Concealable under or as clothing.
Insert layers may be layered on top of any other Layer without any penalties.
Outer layer may be layered on top of the inner Layer but this gives a -1 to DX.
Armor Pieces
The armor table shows full body armor, that protects all parts of the body, except the neck, face and eyes. To buy armor that protects only a small part, multiply the price and weight by the modifier in the table below:
|
Location |
Modifier |
|
Skull |
4% |
|
Face* |
3% |
|
Neck** |
2% |
|
Torso |
33% |
|
Arms |
27% |
|
Legs |
35% |
*Armor that protects the eyes have transparent visors. Transparent visors halve the DR of the eyes.
**Anyone who wears outer armor on their neck suffers a -1 penalty to DX as if he was layering an extra layer of armor.
BABT Modern Weight and Cost per DR
Materials Cost and Weight per DR, in case you want to fully customize your armor.
The armor on this table covers all body parts except Neck, Face and Eyes.
|
Armor |
Weight per DR |
Cost per DR |
Max DR* |
Flexible? |
TL |
|
Silk |
34.2 1 |
60 |
5 |
Y |
6 |
|
Rubber |
18.91ª |
31 |
7 |
Y |
6 |
|
Elastic Polymer |
6.721 |
224 |
8 |
Y |
7 |
|
Kevlar |
3.361 |
134 |
20 |
Y |
8 |
|
Ballistic Polymer |
1.681 |
140 |
36 |
Y |
8 |
|
Steel |
211 |
24 |
16 |
N |
6 |
|
Ceramic |
8.41ª |
70 |
35 |
N |
7 |
|
Ultra-Strength Steel |
14.71 |
147 |
23 |
N |
8 |
|
Adv. Ceramic |
6.31ª |
210 |
44 |
N |
8 |
1Behind Armor Blunt Trauma: Any piercing damage that is lower than 3 times the DR of the armor is halved and turned into crushing damage. This is indicated by having two values: the first value the actual DR; any damage below the second value is halved and turned to crushing damage.
ªAblative: Each 10 points of damage reduce the DR by 1.
Max DR*: This is the max DR that can reasonably be carried by a human without becoming completely immobile from not being able to bend. Doesn't apply to vehicles, monsters, and things bigger than humans in general.
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