TFL/Easier Armor Design

# Basic Concept

A piece of armor is made of a material and covers one or more locations to provide a specified amount of DR. The armor's weight and cost is proportional to the DR and coverage, with different base values depending on the material. In general, lighter armors are more expensive on a per DR basis at the same tech level.

There are a limited number of base armor materials and designs, but these can be modified by additional material types and other qualities to create a very large range of armors.

Armor also has a thickness rating, which represents the thickness of the armor. Some materials are less thick per point of DR, and smaller races can tolerate less thickness. The interaction of these factors determines how much DR a person can wear before starting to run into DX penalties or before the armor can no longer be concealed.

## Armor Locations Table

Armor locations in italics are sub-locations of the previous location, and do not need to be purchased separately if the main location is purchased. Sub-locations can also be purchased separately. For example, buying head protection at 8% of the total armor weight includes the skull, face, and neck protection, but a skullcap could be bought for 3% of total armor cost.

### Simplified Face Sub-Locations

There are 6 sub-locations on the face: jaw, cheek, ears, nose, eyes, and brow. Each one can be separately protected at the cost and weight of 0.5% of the base armor. Eye protection gives No Peripheral Vision. Ear protection gives either Hard of Hearing or removes -2 in penalties to target the armor gaps in the head. If the face is targeted and the target is wearing partial face protection, roll 1d: if the roll is less than the number of protected locations, the armor protects.

### Voiders

Voiders are small pieces of flexible armor worn beneath the joints of low-tech rigid armor. They're intended to prevent damage from attacks to the chinks of the rigid armor.

The locations that can be protected by voiders are the shoulders, elbows, abdomen, and knees. A voider costs and weighs 1/5th of the cost and weight of a piece of armor of equivalent DR at that location. Because voiders have to be at the inside of the joint, they are effectively bulkier than their small size and nominal bulk would suggest. Increase the effective bulk of the armor by one step for every bulk category of the voider less one.

Voiders are normally attached to clothing, such as an arming doublet or gambeson, that is worn under the rigid armor. However, voiders can just as easily be attached to the rigid armor itself. Voiders can also be worn under flexible armor, though there is normally little point since flexible armor doesn't have chinks.

For easy reference, voiders for all the joints cost and weigh 5% of a suit of armor of equivalent DR.

# Armor Thickness

Thicker armor is bulkier armor, and armor that is bulky enough imposes a DX penalty. Larger creatures can tolerate more bulk; smaller creatures can tolerate less bulk. So while a pixie is strong enough to lift enough bronze to make a suit of 2mm thick plate armor, armor that thick wouldn't give him space to bend his elbows (being roughly equivalent to armor that is 12mm thick on a human). Thinner armor is also easier to conceal under or as clothing.

The maximum thickness of armor that a person can conceal and/or wear without a DX penalty depends on their SM, and is shown on the table below. Similarly, a larger creature can wear a thicker layer of armor beneath another piece of armor without having their DX penalized. The weight and cost of any armor layer is also dependent on the size of the wearer.

So an SM-6 pixie can only wear the thinnest of armors; a normal human can wear Heavy armo without penalty; and a SM+2 Ogre Barbarian isn't penalized by jousting armor and could wear a suit of thin mail under it without suffering penalties.

Each armor type has its own maximum DR for each category of bulk. The DX penalty for wearing armor that is too bulky is -1 per level of bulk: an SM-4 leprechaun wearing jousting plate is at -3 DX.

The bulk penalty only applies to locations that are at least 50% covered by armor.

### Joints and Heavy Armor

As an optional house rule, anyone who wears the thickest safe armor on their joints (shoulders, elbows, knees, pelvis, and neck) suffers a -1 penalty to DX, which can be mitigated by leaving big gaps in the armor - attacks through the armor chinks in those locations get at +2 bonus. Wearing thick armor on the hands gives the Ham-Fisted 1 and Bad Grip 1 disadvantages. This rule only applies to armor made before TL7.

## Armor Material Table

The following table shows armor cost and weight for a full suit of thin armor for each of the basic materials, and the cost and weight of each additional point of DR. Armor cost and weight can be adjusted by material and other modifiers below.

Any type of armor can theoretically have any amount of DR, but see the limits on bulk below.

Using these two tables should be pretty simple: choose an armor type, an amount of DR, and coverage. If the DR is more than the DR for a thin layer, add the per-DR weights and costs for the additional DR. Then multiple that weight and cost by the coverage. To avoid DX penalties, make sure that the DR is less than the maximum heavy amount for SM0 wearers and see below for the limits for larger or smaller people.

*Example*: A long-sleeved mail hauberk covers all of the arms and torso (coverage modifier 55%) and provides DR 7. Thin mail provides DR 3 for 22 lbs and $1,800, with each additional DR being 7 lbs and $500. The extra 4 DR adds 28 lbs and $2,000, for a subtotal of 50 lbs and $3,800. Multiplied by coverage, the hauberk costs $2090 and weighs 27.5 lbs. DR 7 mail is medium thickness, and is no DX penalty for a human. If the same hauberk was sized for an SM -4 Leprechaun, it would cost and weigh 1/20th as much ($105 and 1.3 lbs), but would be thick enough to give a -1 DX penalty.
*Example*: A head to toe suit of iron plate that provides DR9 has a 100% coverage modifier. Thin plate provides DR 3 for 24 lbs and $2,100, with each additional DR being 7 lbs and $700. The extra DR adds 42 lbs and $5,600. The total suit is $7,700 and weighs 66 lbs. At heavy thickness, it would not provide a DX penalty for a human.
*Example*: A horn helmet covers the face and skull (coverage modifier 8%) and provides DR 4. he base cost is 30 lbs and $80 for DR 2, plus 17 lbs and $60 per point of DR. The additional 2 points of DR add 34 lbs and $120, for a subtotal of 64 lbs and $200. Multiplied by coverage, the final helmet is $16 and 5 lbs.
## Armor Modifiers

Armor modifiers can define the armor's workmanship, base material, or some other characteristic of the armor. All workmanship modifiers are mutually exclusive with each other, and all base material modifiers are also mutually exclusive with each other. All other modifiers can be combined with each other except as specifically noted.

### Generic

*Fine:* Fine armor is well-made and only fits the wearer. There is an additional -1 penalty to target armor gaps. Workmanship modifier. +3 CF, -20% to weight.

*Very Fine:* Very Fine armor is made by master smiths and only fits the wearer. There is an additional -1 penalty to target armor gaps. Workmanship modifier. +14 CF, -30% to weight.

*Cheap:* Cheap armor is either mass-produced or made by inferior craftsman or from inferior materials. There is a +2 bonus to target armor gaps. Workmanship modifier. -0.4 CF, +25% to weight.

*Weak Limbs:* Historically, armorers uses thinner pieces on the backs and interiors of the arms and legs, which were harder to hit and needed less protection. Any full suit can have weak limbs, which halve the DR on attacks against the legs and arms from the back. -11% to armor cost and weight.

*Weak Back:* Historically, armorers also used thinner armor on the back of a breastplate than the front. Any armor with full torso coverage can have a weak back, which halves the DR of the back of the torso. -8% to armor cost and weight.

*Reinforced Vitals:* The thickest part of any armor is usually over the heart, lungs, and kidneys - basically, the vitals in GURPS terms. Gives doubles armor DR against attacks to the vitals. +3% to armor cost and weight.

### Layered Cloth and Textiles

Some of the earliest armors even designed are made by weaving fabric and then stitching, gluing, or riveting multiple layers together.

*Silk:* Armor made from silk is lighter and more resistance to piercing, impaling, and cutting damage. Gives +1 DR vs cu, imp, and pi damage. Material Modifier. 500% of base cost, -10% to weight.

*Spider Silk:* Spidersilk is stronger than normal silk, but harder to farm. Gives +1 DR vs cu, imp, and pi damage. Material Modifier. 1000% of base cost, -30% to weight.

*Rubber:* At TL 6, natural and synthetic rubbers are lighter than conventional fabrics and give better protection against impacts. Gives double DR against crushing attacks. Material Modifier. 65% of base cost, -10% to weight.

*Elastic Poylmer:* At TL 7, lightweight elastic polymers provide strong, light weight, but expansive fabrics. Reduce bulk by one category Material Modifier. 240% of base cost, -85% to weight.

*Nomex:* At TL 7, some polymers are extremely resistant to fire and burns. Gives quadruple DR against burning attacks but increases bulk by two categories. Material Modifier. 200% of base cost, -75% to weight.

*Nylon:* At TL 7, ballistic weave nylon creates a bulky but lightweight armor. High speed penetrators such as bullets are easily stopped by the interwoven threads. Increases bulk by two categories and gives quadruple DR against piercing and cutting attacks. Material Modifier. 350% of base cost.

*Kevlar:* At TL 7, para-amarid fibers such as kevlar are very resistant to bullets. Gives quadruple DR against piercing and cutting attacks but is also semi-ablative against piercing attacks. Material Modifier. 480% of base cost, -60% to weight.

*Improved Nomex:* At TL 8, Nomex reinforced with kevlar threads is cheaper and lighter than earlier Nomex blends. Gives quadruple DR against burning attacks but increases bulk by two categories. Material Modifier. 120% of base cost, -80% to weight.

*Improved Kevlar:* At TL 8, second and third generation para-amarid fibers such as kevlar are very resistant to bullets. Gives quadruple DR against piercing and cutting attacks and reduces bulk by one category. Material Modifier. 440% of base cost, -75% to weight.

### Advanced Textiles

High tech materials science and biochemistry allows for the creation of advanced fabrics that are much lighter and more damage resistance than natural fabrics. They are optimized to defend against bullets, and have x2.5 DR against piercing and cutting attacks unless otherwise stated.

*Early Ballistic Polymer*: Ultrahigh molecular weight polyethylene weaves such as Spectra Shield that give improved performance over kevlar. Increase bulk by one step. Material Modifier. 85% of base cost, +50% to weight.

*Arachnoweave*: Made from spidersilk from genetically modified animals and further reinforced with polymer blends. Gives x4 DR against cutting and piercing attacks, instead of x2.5. Material Modifier. +150% of base cost, +20% to weight.

*Nanoweave*: Advanced polymers reinforced by carbon nanotubes. Gives x3 DR against cutting and piercing attacks, instead of x2.5, and also gives x2 DR against burning attacks. Reduce bulk by one category. Material Modifier. +250% of base cost.

*Sheer-Thickening Liquid Reflex*: Arachnoweave armor soaked in a solution of ceramic nanoparticles that instantly and temporarily harden into a solid surface upon impact. Remove the flexible quality. Gives x3 DR against cutting and piercing attacks, instead of x2.5, and also gives x2 DR against burning attacks. Material Modifier. +400% of base cost.

*Magnetic Liquid Reflex*: Nanoweave armor soaked in a solution of magneto-rheological nanoparticles that instantly and temporarily harden into a solid surface upon impact. Remove the flexible quality. Gives x2 DR against burning, cutting, and piercing attacks, instead of x2.5. Reduce bulk by one category. Material Modifier. +500% of base cost, -33% to base weight.

*Laser-Ablative Polymer*: Ballistic polymers enhanced with metals and ceramics to disperse lasers. Gives x5 DR against tight beam burning attacks and add the semi-ablative quality against such attacks. Material Modifier. +100% of base cost.

### Leather and Hide

Tanned and cured animal hide makes for cheap but heavy armor.

*Layered Leather/Hardened Leather*: Multiple thin layers of leather are heavier but stronger than a single thicker layer. Alternately, a single thick piece of layer can be hardened by boiling. Either way, these treatments remove the DR penalty against piercing and impaling attacks as well as the Flexible quality. Material Modifier. 110% of base cost, +25% to weight.

*Quality Leather*: The hides of certain exotic creatures (giraffes, sharks, trigers, reptile men) are stronger than the hides of creatures normally used to make leather, and makes for better armor. Material Modifier. 300% of base cost, -30% to weight.

*Quality Layered/Hardened Leather*: Quality leather can be layered or hardened, for armor that is nearly as strong as steel but still organic. Quality layered/hardened leather is not flexible and has no DR penalty. Material Modifier. 330% of base cost, -15% to weight.

### Bone

*Horn:* Armor made from sculpted animal horns, tusks, or shells is reasonable strong and cheap, but bulky. Remove the semi-ablative quality of bone armor. Material Modifier. 150% of base cost, -20% to weight.

### Wood

*Straw:* Straw mat armor is cheap but doesn't provide much protection. Add Flexible to the armor qualities, and increase the bulk by one category. Material Modifier. 60% of base cost.

*Paper or Barkcloth:* Layered paper is bulky but reasonably strong. Material Modifier. 160% of base cost, -20% to weight.

*Cane:* Flexible cane rods can be woven into a weak protective garment. Cane armor is heavy, bulky, and tends to come apart quickly under attacks. Add semi-ablative to its qualities. Material Modifier. 70% of base cost, -10% to weight.

### Iron Scale/Lamellar

Scale is made from small plates of metal that overlap each other and are riveted to a cloth or leather backing garment. Lamellar removes the backing garment and has the plates strung together. There's no real difference in the cost or weight between the two approaches.

Cloth armors with some kind of metal reinforcement such as ring mail or penny-plate are examples of cheap scale armor.

*Star Scale:* Making the scales in scale armor out of a star shape allows them to withstand impact better. Remove the DR penalty against crushing attacks. +0.4 CF, no change to weight.

*Brigandine:* Advanced scale armor puts the scales inside a cloth or leather framework and tailors and overlaps them more efficiently than standard scale. Remove the DR penalty against crushing attacks. +1.25 CF, -20% to weight.

### Mail

Rings of metal can be interlaced together to create a flexible armor.

*Banded:* Weaving leather bands through the alternate rows of mail makes the armor less flexible and more resistant to crushing damage, in exchange for a notable increase in weight. Remove the -2 DR penalty versus cr and the flexible quality. +0.1 CF, +50% to weight.

*Mail and Plates:* Mail can be reinforced by small overlapping plates of metal, similar to scale. Reduce the DR penalty versus cr to -1 and remove the flexible quality. +0.2 CF, +25% to weight.

### Plate

Long, solid pieces of metal can be crafted into a harness with covered joints that is fairly impregnable to damage. Before TL4 and the invention of sliding rivets, the joints have to leave big gaps that give a +2 to target armor chinks.

*Spiked:* As per DF1 p 27. +2 CF.

*Segmented Plate:* Less advanced metal workers cannot forge large plates, and must carefully construct armor from smaller pieces riveted together. Unlike scale, there is no underlying textile or hide layer. -0.2 CF, +15% to weight.

*Duplex Plate:* Layering plates of hardened metal over similar plates of less brittle metal can dramatically increase resistance to armor piercing weapons, but the process is extremely difficult. Gives Hardened (2) enhancement. Not compatible with Hardened Metal. +8 CF, -10% to weight.

### Scale or Plate

*Fluting:* Carefully designed fluting, ribs, bosses, and vertical ribs can strengthen key components of armor, making it effectively stronger. +4 CF, -10% weight.

### Scale, Mail, or Plate

*Hardened Metal:* Any metal armor can be made from hardened metal, produced by master smiths. At TL5+, this represent industrial hardening processes such as Krupp steel. Not compatible with Duplex Plate. +4 CF, -10% weight.

*Industrial Steel:* At TL5+, any metal armor can be made from cheaper, mass-produced steel. -80% to cost.

*Aluminum:* Aluminum is lighter than steel for the same protection, but less dense. Increase armor bulk by one category. -50% to cost, -20% to weight.

*Titanium-Steel Alloy:* Titanium-Steel alloys are stronger than steel at the same weight, but much more expensive. +100% to cost, -30% to weight.

### Ceramic

Modern boron carbide or aluminum oxide ceramic plates used to reinforce flexible armor. Tends to chip and flake apart under damage, reducing it's effectiveness, which is represented by the semi-ablative quality. See the section on "Ceramic, Rigid Polymer, or Rigid Composite" for mandatory armor modifiers.

*Improved Ceramic:* Advanced ceramics such as silicon carbide, often coated in plastic or backed by metal to improve resistance against fragmenting. Material Modifier. +200% cost, -25% to weight.

*Nanocomposite:* Nanoscale assemblers create perfect crystal matrices and can optimize layers to provide better face-hardening and even more resistance to penetration and fragmenting. Reduce bulk by one step. Material Modifier. +400% cost, -50% to weight.

*Titanium Nanocomposite:* Adding titanium platelets to a nanoassembled structure of advanced ceramics and carbon nanotubes provides excellent resistance to penetration and armor degradation. Reduce bulk by one category and remove the Semi-Ablative category. +400% cost, -40% to weight.

### Rigid Polymer

Resin bonded kelvar and glass fibers impregnated in plastic are solid materials that are nearly as strong as steel at a much lighter weight.

*Plastic:* Ordinary hard plastics, made from carbon polymers, are bulky and heavy. They do not make desirable armor except for their utility as transparent eye protection. Can be made transparent. Material Modifier. Increase bulk by two categories. +33% to weight.

*Transparent:* Some rigid polymers can be made transparent. Transparent armors provide no protection against blinding attacks, but are useful for visors. +1 CF.

*Laminated Polycarbonate:* Layers of advanced carbon polymer sheets provide adequate protection and can be used for transparent eye protection. Can be made transparent. Add the semi-ablative quality. Material Modifier. +400% to cost, -50% to weight.

*Polymer Composite:* Adding carbon fibers to standard plastics, or using advanced resins to bond paramid fibers into rigid forms, creates materials stonger than steel for the same weight. Reduce bulk by one category.  Material Modifier. +400% to cost, -50% to weight.

### Rigid Composite

A strong blend of materials, based around a lightweight metal matrix reinforced by ceramic particles and polymer fibers.

*Polymer Nanocomposite:* Nanonassemblers can create advanced plastics reinforced by carbon nanotubes that give excellent protection for minimal weight. +400% to cost, -60% to weight.

### Ceramic, Rigid Polymer, or Rigid Composite

All of these solid armor materials are normally made from solid chunks that provide no flexibility. On most living things, they need to be fashioned differently in order to provide movement for the joints. Choose one of the options below for any piece of these armors that covers anything other than the eyes, skull, or face.

*Scalar*: Small platelets of solid material, glued to an advanced textile backing and usually cushioned with foam. These designs are less efficient that plate but cheaper and easier to make, and the only option for some materials if the technology does not allow for the creation of large, continuous plates of that material. Mutually exclusive with Plate and Impact Absorbing. -10% to cost, +10% to weight.

*Plate*: Modern plate harness made from large, continuous pieces with articulated joints backed by advanced textiles. Mutually exclusive with Scalar and Impact Absorbing. +300% to cost, -20% to weight.

*Impact Absorbing*: Modern plate harness made from large, continuous pieces with articulated joints backed by advanced textiles, but further cushioned and padded to optimize protection against large area impacts. Double DR against crushing attacks. Mutually exclusive with Scalar and Plate. +62.5% to cost, +62.5% to weight.

### Add-Ons

These add-ons are modified for coverage and SM, but otherwise have fixed cost and weight.

*Buzz-mems varicloth*: Ultra-tech armor and clothing is self-cleaning, adjusts to fit the wearer, and can change color to the wearer's whims. +$1000, no additional weight.

*Climate Control*: Various systems can add or remove heat from the wearer, making it more comfortable to wear the suit in a climate. Desert climate control provides Temperature Tolerance (20F to 120 F), costs $500, and adds 2 lbs. Arctic climate control provides Temperature Tolerance (50 to -120 F), costs $250 and adds 3 lbs. Combined climate control provides Temperature Tolerance (-120F to 120 F), costs $1,000, and adds 4 lbs. Space climate control provides Temperature Tolerance (-300F to 250 F), costs $3,000, and adds 6 lbs. controClimate control can only be added to full suits.

*Air supply*: Any sealed suit can have air tanks of various sizes. A mini-tank is $40, 0.5 lbs, and holds 15 minutes of air. A small tank is $60, 2 lbs, and holds 6 hours of air. A medium tank is $90, 4 lbs, and holds 18 hours of air. Air supply cost is not modified by coverage but is modified by SM.

*Sealed*: Any full suit can have a mechanical counter-pressure system which pressurizes and seals the suit. This gives Pressure Support 1, Sealed, and Vacuum Support and is $2000, 1.5 lbs ($3000, 2 lbs for flexible armor).

# Sample Armors

All these armors are Buzz-mems varicloth. Unless otherwise specified, all of the sample armors all full body suits, though over the head and extremity protection can be removed separately.

**Exercise Wear**: Relatively inexpensive arachnoweave pants, socks, and a hooded jersey that covers everything but the face but provide adequate protection for most sports. Concealable as or under clothing. DR 3\* (12\* vs cutting or piercing), $3,800, 4.25 lbs, LC 4, thin thickness.

**Impact exercise Wear**: Shear-thickening arachnoweave pants, socks, and a hooded jersey that covers everything but the face but provide adequate protection for high impact sports. Concealable as or under clothing. DR 3 (8 vs cutting or piercing), $6,650, 3.8 lbs, LC 4, thin thickness.

**High impact glasses**: Transparent laminated polycarbonate glasses or goggles. Can add any of glare protection (Protected Vision) for +$2,000; night vision (Night Vision 8) for +$250; infrared vision (Infrared Vision) for $500 and 0.1 lbs; magnification (4x magnification) for +$200 and 0.1 lbs; or hyperspectral vision (Infrared and UV vision, as well as short range RADAR and LIDAR) for +$3,000 and 0.2 lbs. DR 7 (eyes only); $50, 0.7 lbs, LC 4, massive thickness.

**Light inconspicuous suit**: A suit of nanoweave light body armor, including a hood and mask that can be worn to protect the head. Concealable as or under clothing. DR 7\* (14\* vs burning, 21\* vs cutting or piercing), $10,800, 10 lbs, LC 3, thin thickness.

**Advanced light inconspicuous suit**: A suit of magnetic liquid reflex nanoweave body armor, including a hood and mask that can be worn to protect the head. Concealable as or under clothing. DR 7 (14 vs burning, 18 vs cutting or piercing), $17,800, 6.7 lbs, LC 3, thin thickness.

**Medium concealed suit**: A suit of medium thickness nanoweave light body armor, including a hood and mask that can be worn to protect the head. Concealable as or under clothing. DR 10\* (20\* vs burning, 30\* vs cutting or piercing), $15,000, 15 lbs, LC 3, light thickness.

**Advanced medium concealed suit**: A suit of magnetic liquid reflex nanoweave body armor, including a hood and mask that can be worn to protect the head. Concealable as or under clothing. DR 10\* (20\* vs burning, 30\* vs cutting or piercing), $25,000, LC 3, 9.7 lbs, light thickness.

**Security armor**: A heavy and obvious suit of body armor, with a rigid helmet with a transparent visor. A lamellar of polymer nanocomposite with a nanoweave outer covering. DR 25, $13,000, 43 lbs, LC 3, heavy thickness.

**Advanced security armor**: A lightweight but protective, obvious suit of body armor, with a rigid helmet with a transparent visor. Sometimes used as light body armor for infantry and cosmines. Articulated plates of polymer nanocomposite. DR 25, $28,000, 17 lbs, LC 3, heavy thickness.

**Military combat armor**: Upgraded and thicker security armor, thick enough to limit mobility. It doesn't come with an air tank but has attachment points for two tanks of up to medium size. Sealed DR 30, $18,000, 53.5 lbs, LC 2, jousting thickness.

**Improved military combat armor**: A thin suit of lamellar polymer nanocomposite with a hard shell of solid nanocomposite scalar over the torso and head. Slightly less protective but allows better mobility. Sealed DR 30 (15 on limbs and extremeties), $18,000, 41/5 lbs, LC 2, heavy thickness.

**Advanced military combat armor**: A suit of heavy articulated polymer nanocomposite plate with a thin, hard shell of nancomposite plate over the torso and head. Thick enough to limit mobility but many consider the protection worthwhile. Sealed DR 40 (25 on limbs and extremeties), $37,000, 36.5 lbs, LC 2, jousting thickness.

**Basic powered armor**: An exoskeleton that gives Lifting ST +10 covered in titanium nanocomposite scalar plates. Includes an 18 hour air tank and space climate control. The helmet has no visor but uses retinal-display cameras to give the wearer 360 Degree Vision with Glare Protection, Hyperspectral Sense, and 8x Magnification. Sealed DR 45 (90 vs HEAT weapons), $60,000, 200 lbs, LC 2, massive thickness.

**Improved power armor**: An exoskeleton that gives Lifting ST +10 covered in titanium nanocomposite impact plates. Includes an 18 hour air tank and space climate control. The helmet has no visor but uses retinal-display cameras to give the wearer 360 Degree Vision with Glare Protection, Hyperspectral Sense, and 8x Magnification. Sealed DR 45 (90 vs HEAT weapons), $90,000, 150 lbs, LC 2, massive thickness.

## Quick and Dirty Armor Modification

Divide full suit cost and weight by 33 to get a helmet/skullcap that only protects the skull, or by 16 to get a visored helmet/skimask that protects the skull and face.

Divide full suit cost and weight by 16 to get gloves that protect the hands.

Divide full suit cost and weight by 10 for shoes that protect the feet, or by 5 for knee-high boots that protect the feet and shins.

Divide full suit cost and weight by 4 for short vests that protect the neck, chest, and abdomen or for pants that protect the pelvis and legs.

Divide full suit cost and weight by 3 for long vests that protect the neck and torso including the pelvis.

Multiple full suit cost and weight by 0.45 for a short jacket that covers the neck, arms, chest and abdomen but not the pelvis. Multiply by 0.55 for a long jacket that covers the neck, arms, and torso. Multiply by 0.7 for a jumpsuit that covers the neck, torso, arms, and legs.

*Example*: Heath wears a clamshell of lamellar polymer nanocomposite that gives DR 25 on the neck, chest, and abdomen for $3,250 and 11 lbs. He has some medium thickness nanoweave BDU pants that give DR 10\* (208 vs burning, 30\* vs cutting or piercing) and cost another $3,750 and weight 3.75 lbs. He has military combat shin-high boots that give DR 30 for $3,600 and 11 lbs. Finally, he has an articulated polymer nanocomposite helmet with visor for DR 25, $1,750, and 1 lb. His total armor is $12,350 or so and 37 lbs - a definite improvement over standard security armor if Heath would just remember to wear gloves!