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.

This is the full TL10 version of these rules. Many of the armor materials are not available at TL5.

## 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.

*Concealed:* Concealed armor is tailored to be less obvious when worn under clothing. It comes in levels, up to +3, and gives a bonus to Holdout skill to hide the armor while worn under clothing. +$500 for a +1 bonus, +$1000 for a +2 bonus, or +$2000 for a +3 bonus. Mutually incompatible with Disguised.

### 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. All these options are TL8 at a minimum.

*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.

*Dragonhide:* Alchemical treatments can lighten and strengthen leather to make it as strong as the skin of dragon's wings, without requiring the death of a powerful magical beast. Dragonhide has no DR penalty, triple DR against fire and heat attacks, and reduces its thickness by one category. Exotic variants do not cost any more but give triple DR against other types of elemental damage - most commonly cold, but acid and lightning resistant versions exist. Material Modifier. 5000% of base cost, -50% to weight.

*Elder Dragonhide:* Improved alchemical treatments can strengthen dragonhide. Elder Dragonhide has no DR penalty, triple DR against fire and heat attacks, and reduces its thickness by one category. Exotic variants do not cost any more but give triple DR against other types of elemental damage - most commonly cold, but acid and lightning resistant versions exist. Material Modifier. 5500% of base cost, -60% to weight.

*Ancient Dragonhide:* Advanced alchemical treatments produce a leather that it stronger and lighter than steel. Dragonhide has no DR penalty, triple DR against fire and heat attacks, and reduces its thickness by one category. Exotic variants do not cost any more but give triple DR against other types of elemental damage - most commonly cold, but acid and lightning resistant versions exist. Material Modifier. 6000% of base cost, -70% 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.

*Dragonbone:* Alchemical treatments can lighten and strengthen bone to make it as strong as dragon bones, without requiring the death of a powerful magical beast. Remove the semi-ablative quality of bone armor and reduce the bulk by one category. Dragonbone provides triple DR against fire and heat attacks just like dragonhide. Material Modifier. 3000% of base cost, -50% to weight.

*Elder Dragonbone:* Improved alchemical treatments can strengthen dragonbone. Remove the semi-ablative quality of bone armor and reduce the bulk by one category. Dragonbone provides triple DR against fire and heat attacks just like dragonhide. Material Modifier. 3500% of base cost, -60% to weight.

*Ancient Dragonbone:* Advanced alchemical treatments produce bones that are stronger than steel. Remove the semi-ablative quality of bone armor and reduce the bulk by one category. Dragonbone provides triple DR against fire and heat attacks just like dragonhide. Material Modifier. 4000% of base cost, -70% 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.

*Ironwood:* Some elf tribes can still carefully harvest wood from their sacred groves and use it to create armor nearly as light and protective as steel plate, at nearly the same cost. Material Modifier. 1000% of base cost, -40% to weight.

*Old Growth Ironwood:* Ironwood grows harder as it ages, and carefully harvested sections of ancient trees are even stronger than steel. Reduce the bulk by one category. Material Modifier. 2000% of base cost, -50% 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.

*Dragonscale:* The heavy body scales of a dragon are stronger and lighter than steel. Dragonscale is incredibly rare in the 19th century, as the only source are the corpses of actual dragons, and the benefits of dragonscale do not justify the huge cost. Removes the DR penalty against crushing attacks, reduces the bulk of the armor by one category, and provides triple DR against heat and fire attacks just like dragonhide. Material Modifier. 2000% of base cost, -40% to weight.

*Elder Dragonscale:* As dragons age, their scales become even stronger. Removes the DR penalty against crushing attacks, reduces the bulk of the armor by one category, and provides triple DR against heat and fire attacks just like dragonhide. Material Modifier. 2500% of base cost, -50% to weight.

*Ancient Dragonscale:* The scales of ancient dragons provide impressive protection for very little weight. Removes the DR penalty against crushing attacks, reduces the bulk of the armor by one category, and provides triple DR against heat and fire attacks just like dragonhide. Material Modifier. 3000% of base cost, -60% to weight.

*Adamant (Essential Stone):* Lamellar armor made from most types of stone is heavier and more costly than any other type of armor at the same thickness, and thus no one actually wears it. Lamellar armor made from essential stone is lighter that steel for the same protection, and is sometimes worn as ceremonial armor by the elite guards of some dwarf clans. Removes the DR penalty against crushing attacks, reduces the bulk of the armor by one category, counts as Hardened (2) against armor piercing attacks, and provides double DR against impaling and piercing attacks. Material Modifier. 1500% of base cost, -35% 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.

*Mithril:* Extremely skilled magic workers can refine moonbeams into a metal nearly as orichalcum. The resulting wire cannot be forged or welded, but can be cut and riveted into loops, making for extremely strong and light weight mail. Reduces the armor bulk by one category. Material Modifier. 3000% of base cost, -20% to weight.

*Tharkigilzan:* This utterly black metal is made using a similar process to mithril, but uses the absent moonbeams of the new moon to create a metal reminiscent of the void between the stars. It provides its full DR with Cosmic and Reflection against magic in the same manner as Meteoric Iron, but also negates and malignantly reflects healing and beneficial affliction spells cast on the wearer, doing 1d-2 injury to the caster per 15 points of the spell's cost. For every BL/2 pounds of Tharkigilzan carried or worn, the wearer has a -1 penalty on HT checks to resist disease, poison, stun, baneful afflictions, unconsciousness, or death. Wearing Tharkigilzan armor over the entire body gives +2 to Stealth attempts in dim light or darkness, and -4 to Stealth and Camouflage rolls otherwise. Reduces the armor bulk by one category. Material Modifier. 3500% to base cost, -20% 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. +$100.

*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, +25% 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.

*Wire Grid:* This is an open framework of metal wire, like a baseball catcher's mask, that only gives full DR against cutting and crushing attacks. All other attacks have a 50% chance of bypassing the DR, and area effect attacks do so automatically! The only advantage is that the gaps allow airflow, hearing, and vision, so some people use wire grids for helmet visors. -0.5 CF, -50% to weight.

*Fine Mesh:* This is a fine mesh of wire, like a modern fencer's mask. The small gaps in the mesh make the armor translucent if is Thin, but worsen darkness penalty of -2 or more by -1 if worn over the eyes and give a -1 to Hearing if worn over the ears. Thicker meshes give a cumulative -2 to all Vision and Hearing rolls per increased bulk category. +0.5 CF.

### 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.

*Orichalcum:* Essential metal makes excellent armor, but cannot normally be made in large plates or wire suitable for mail and must be combined with the Segmented Plate modifier when used in plate. Extremely skilled smiths can harden it, add fluting, and tailor it so well that a nigh-impenetrable harness weighs little more than heavy clothing. Reduces the armor bulk by one category. Not compatible with Hardened Metal or Duplex Plate. Material Modifier. 3000% of base cost, -35% to weight (-45% to weight for Orichalcum Plate).

### 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. Material Modifier. -80% to base cost.

*Meteoric Iron:* Armor made from sky metal is resistant to magic. No spell can affect it, nor can it be enchanted. It provides cosmic DR against spells normally ignore armor (such as a wizard's Mystic Bolt or Deathtouch) if the spell has to pass through the armor (ie, a meteoric iron helmet won't prevent a Deathtouch to the unarmored hand, but it will act as armor against a Mystic Bolt targeted at the face). It also provides Magic Resistance equal to armor DR under the same conditions. Material Modifier. 2000% to base cost.

*Orichalcum Alloy*: Steel can be alloyed with small amounts of essential metal, which isn't as effective as pure essential metal but the alloy can be made in larger plates or formed into strong wire for mail. Medium bulk or thicker armor made of orichalcum alloy can have +1 DR at the same bulk. Not compatible with Hardened Metal or Duplex Plate. Material Modifier. 1000% to base cost, -10% to weight.

*Arroyo Grande Orichalcum*: In the world of Arroyo Grande, orichalcum is even stronger but more expensive than normal, being twice as valuable as gold. Advances in metallurgy means that orichalcum armor can be formed in full plates or wire. Orichalcum takes Enchantments and Engravings very well, so enchantments required half the normal EP and engravings require half the normal ingredients and time. Orichalcum armor always counts as Very Fine for engraving purposes. Not compatible with Hardened Metal or Duplex Plate. Material Modifier. +99 CF for scale, +55 CF for mail, +44 CF for plate. -30% to weight for scale, -55% to weight for mail, and -60% to weight for plate.

*Aluminum:* At TL 6, aluminum is lighter than steel for the same protection, but less dense. Increase armor bulk by one category. Material Modifier. -50% to cost, -20% to weight.

*Titanium-Steel Alloy:* At TL 7, titanium-Steel alloys are stronger than steel at the same weight, but much more expensive. Material Modifier. +100% to cost, -30% to weight.

### Cloth and Textiles, Advanced Textiles, Leather and Hide, Brigandine, or Mail

*Disguised*: Armor made of these materials and thin enough to be concealable can be made to look like clothing. Disguised armor is slightly cheaper than concealed armor and can be more effective. It comes in levels, up to +4, and gives a bonus to Holdout skill to fool observers into believing the clothing is not armor. +$300 for a +1 bonus, +$600 for a +2 bonus, +$1200 for a +3 bonus, or +$2000 for a +4 bonus. Mutually incompatible with Concealed.

### 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. All these options are TL8 at a minimum.

*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. Material Modifier. +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. All these options are TL7 at a minimum.

*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. All these options are TL8 at a minimum.

*Polymer Nanocomposite:* Nanonassemblers can create advanced plastics reinforced by carbon nanotubes that give excellent protection for minimal weight. Material Modifier. +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.

# Sample Armors

Any of these armors can have Enchantments or Engravings, but enchantments and engravings are always done to order and none of these sample armors have them.

Steel Vest
A thin silk vest, concealing thin steel plates that protect the front and sides of the chest and abdomen. Concealable as or under clothing. Favored by gamblers who often add a Bullet Ward engraving to stop pistol shots, dislikes by soldiers who find it hot but inadequate protection against rifle fire.
DR 5F scale/lamellar for chest and abdomen, Industrial Steel, Brigantine, Reinforced Vitals, Disguised +1, $375, 5 lbs.
Steel Corselet
A heavy steel breastplate with hip and groin plates, issued to European heavy cavalry but rare outside of them.
DR 8 plate for torso, Industrial Steel, Reinforced Vitals, Weak Back, $1,210, 12 lbs.
Silk Vest
A thin silk vest. Has concealed pockets that can hold thin steel plates. Concealable as or under clothing.
DR 2 (3 vs cu, im, and pi) silk for chest and abdomen, Disguised +1, $520, 6.3 lbs.
The steel plate is +DR 5F plate for chest and abdomen, Industrial Steel, $80, 3.7 lbs.
Alchemical Silk Vest
A thin silk vest, lightened via alchemical means. Has concealed pockets that can hold thin steel plates. Concealable as or under clothing. It can take the same steel plate as the silk vest.
DR 2 (3 vs cu, im, and pi) giant spider silk for chest and abdomen, Disguised +1, $1320, 3.5 lbs.
Engravable Silk Suit
An expensive and finely tailored silk vest, reinforced with thin plates of metal over the heart. Lined with thin strips of metal along the arms and legs, not enough to resist damage, but sufficient to provide an excellent surface for up to 3 protective engravings. An excellent suit for a rich gentleman.
DR 1 (2 vs cu, im, and pi) giant spider silk for the arms, legs, and torso (+DR 3F plate for vitals), Disguised +1, Ornate +$1,000, $3,625, 6.5 lbs.
Chaps
Leather coverings for the outsides of the legs, meant to protect against thorns and scrub brush while riding.
DR 1 (0 vs im and pi) the front legs. $10, 2 lbs.
## 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.

# Tools

There is a Builder in Google Sheets that will also allow you to pick appropriate modifiers and materials.