Revised Armor Tables (CP2020)

The armor table for CP2020 lacks consistency in price, stopping power, and encumbrance. Instead of the listed table, use the following equipment derived from the GURPS equipment lists. CP2020 has a huge number of wacky but fun armor items, cheerfully inconsistent. Blend the brand names with this base list, and tweak as desired. 

Chromebook 4 (p66) has a table that can be used for prices and costs of normal clothing, but use this chart for actual armor. Likewise, the modifiers for style and quality can be used on the armor below; even for combat professionals, brand names carry respect. As always, use common sense in lieu of detailed armor rules. 

"Encumbrance Value" (EV) is a penalty to REF (and initiative). It is also the bonus to spot the armor, in case it is concealed. Layering armor can provide impressive protection, but it also has a negative effect on the wearer. For each layer past the first, increase the EV by +1. This means you can’t simply slap on multiple layers of light armor, and rack up SP=50 with no penalties. This rule is in addition to the regular EV of each kind of armor that is worn. 

The EV penalties listed for various helmets  are a penalty to Awareness/Notice skill rolls due to obscured hearing and peripheral vision while wearing them. They do not affect the wearer's REF. Various electronics systems can reduce this penalty, of course. * indicates that the item only covers a portion of the head; the front for the armored face mask, everything but the face for most helmets.

Suits of any material refer to a full array of matching armor covering everything, including the head (except the face), hands, and feet. They come equipped with appropriately armored and gasketed gloves, boots, and hood, but are usually worn with helmets. Suits are considered sealed against gases and fluids when worn with proper face coverings. 

“Light Reflex Armor” and  “Reflex Armor” are flexible and fully concealable, and look like normal clothing at no extra cost. Modern flexible body armor is a mix of ballistic fiber and shear-hardening liquids that go rigid under impact. The two grades of armor differ only in thickness. “Heavy Reflex Armor” is normally police/paramilitary issue, and is obviously armored. It resembles motorcycle crash gear, reinforced with a few strategically placed semi-rigid plates integrated into ballistic/reflex fabric.

"Light Reflex Armor" gives ½ SP to crushing weapons – it is well equipped to defeat energy beams, bullets, and other fast-moving, low mass attacks, but still transmits some force from massive, slow moving weapons. 

"Reflex Armor" has no problems against blunt force, but still counts as ½ SP to edged weapons, as is usual for “flexible” armor.

“Heavy Reflex Armor” suffers no penalties against most sorts of attacks. Concealable “heavy reflex armor” costs an additional +100% due to the amount of detail that must be paid to cut and fit.

"Infantry Armor" is non-concealable, rigid, and extremely durable. It is the standard issue for troops all around the world. “Metalgear” Heavy Armor is rigid, heavy, and somewhat encumbering – it is used only for assault troops, who are often cybered up and can handle the load. Because these armors are constructed of advanced composite materials, they reduce the penetration of all HEAT weaponry by half, and are considered "shielded" against radiation and EMP-style attacks. Leather, Chain/Scale, and Steel Armor represent archaic medieval armor, or the “Mad Max” style of armor often found in the wastelands. Leather is flexible, chain and scale are like “Heavy Reflex Armor”, and steel armor is rigid. These old styles of armor have one important advantage – if struck by microwavers, static guns, or other EM-based beams, the armor will spark madly and heat up uncomfortably, but leave the victim largely unaffected if stopped by SP.