Armor
 

 

 

With the way bullets, knives and more deadly things fly in the streets, bars, bedrooms, and even occasionally boardrooms of today's world, those who don't do their best to protect themselves often end up lying face down in a pool of their own swiftly congealing blood. While the best defense is not being in a situation where the proverbial shit hits the fan, for those numerous occasions when it can't be avoided, the wise see fit to make sure that their tailors put more than just the latest tailor-made fashions on their shoulders. Corpse will tell you that the best armor is some brain dead dipshit willing to take a bullet for you and in most cases they're right, but even those self-same sods still wear armor just in case. Only a fool or destitute street urchin wanders through the labyrinth of 2312 wearing linen as opposed to their more protective armored cousins...

   

 

   

Armor Quickjump

   
   

 

   
   

Basic Armor

   
   

Armor Add-Ons

   
   

 

   

 

   

Armor

   
 

 

 

 

 

Type

Function

Cost

INDEX

   

 

   
 

Kev-Mesh

Ballistic Rating     Kinetic Rating     Armor Points     Hindrance Rating 

 

 

1:                                      -1                     -3                    20                        -

1:20 2
 

2:                                      -2                     -4                    20                        -

2:40 2
 

3:                                      -3                     -5                    20                        -

3:60 2
  Kev-Mesh clothing is the most frequently used form of armor one encounters on the streets. Relatively lightweight and non-encumbering, it grants its wearer a fair degree of protection without being blatantly obvious. Laced through garments via nanite infusion, you can take that favorite shirt or jacket down to your local strip mall and find a shop that will make it more than just look good on you! (The cost for this process doesn't include the actual cost of the garment.)
   

 

   
 

Thin Gel Lattice

Ballistic Rating     Kinetic Rating     Armor Points     Hindrance Rating 

 

 

1:                                       -4                     -1                    30                        -

1:35 2
 

2:                                       -5                     -2                    30                        -

2:55 2
 

3:                                       -6                     -3                    30                       -1

3:85 2
  Thin Gel Latticing involves the introduction of thousands of miniaturized super thin gel-packs that instantaneously become as hard as poly-steel with any sudden impact and revert back to a fully pliable gel-state the moment after the cessation of kinetic impact energy. The Thin Gel armoring option is usually incorporated into armored dusters or trench coats as well as basic or layered clothing where its incorporation isn't as obvious as it might be otherwise.
   

 

   
 

Steel Silk

Ballistic Rating     Kinetic Rating     Armor Points     Hindrance Rating 

 

 

1:                                       -1                     -2                    10                        -

1:80 4
 

2:                                       -2                     -3                    10                        -

2:100 4
 

3:                                       -3                     -4                    10                        -

3:130 4
  Steel silk is a specially manufactured synthetic material that is as smooth as silk and yet manages to provide its wearer with a fair degree of personal protection. This armor is most often utilized by Corpse or high-profile types who like the protection without being forced to look like they're worried about such. Costly and not quite as defensive as some of the other options, the fabric tends to appeal to the aesthetically inclined.
   

 

   
 

Polycarbon Suit

Ballistic Rating     Kinetic Rating     Armor Points     Hindrance Rating 

 

 

1:                                      -1                     -1                    10                        -

1:1000 20
 

2:                                      -2                     -2                    10                        -

2:2000 22
 

3:                                      -3                     -3                    10                        -

3:3000 24
  Adaptability                    Processor Speed                    Stealth   
 

1:                                         80%                           3 seconds              +6 - +65% Unseen

   
 

2:                                         85%                           2 seconds              +5 - +60% Unseen

   
 

3:                                         90%                           1 second               +4 - +55% Unseen

   
  The polycarbon suit, or polycarb is ideal for stealth operatives and incorporates the lightest forms of armor to grant a modicum of protection to its wearer. Treated with ruthenium fibers and covered with a network of miniscule fiber optic cameras, this armor allows its wearer to easily blend in with almost any environment and thus enhances one's ability to move about unnoticed. Though it comes with no helmet, it does come with both a hood and skin-tight face mask that allow its wearer to fully blend with his or her surroundings.
  Note: Ruthenium systems cannot process data and mimic their surroundings at anything faster than a brisk walking pace. Running or even jogging will cause the system to degrade in performance, halving the effective bonus to the user's stealth rating. The Unseen modifier represents the chance for the subject to go unnoticed if standing still and able to avoid basic giveaways such as residual heat, noise, etc.
   

 

   
 

Armored Polycarbon Suit

Ballistic Rating     Kinetic Rating     Armor Points     Hindrance Rating 

 

 

1:                                      -3                     -3                    15                        -

1:1300 20
 

2:                                      -4                     -2                    20                        -

2:2400 22
 

3:                                      -5                     -3                    25                        -

3:3600 24
  Adaptability                    Processor Speed                    Stealth   
 

1:                                        80%                           3 seconds              +3 - +50% Unseen

   
 

2:                                        85%                           2 seconds              +2 - +45% Unseen

   
 

3:                                        90%                           1 second               +1 - +40% Unseen

   
  The armored stealth suit involves a commingling of various forms of armor into a single normally matte-black suit that has both fair armor properties and is likewise treated with ruthenium fibers and sports a network of miniaturized fiber optic cameras that allow it to alter its appearance to mimic its environment for blending into one's surroundings. While it doesn't provide the same degree of stealth gained from using a polycarb, this is more than offset by its light armor. As with the polycarb the armored version doesn't come with a helmet, but comes with both a skin-tight face mask and hood that allow its wearer to fully cloak their form.
  Note: Ruthenium systems cannot process data and mimic their surroundings at anything faster than a walking pace. Running or even jogging will cause the system to degrade in performance, halving the effective bonus to the users stealth rating. The Unseen modifier represents the chance for the subject to go unnoticed if standing still and able to avoid basic giveaways such as residual heat, noise etc.
   

 

   
 

Composite Full-Body Armor

Damage Reduction Rating          Armor Points     Hindrance Rating 

 

 

1:                                             -6                                  40                      -1

1:850 14
 

2:                                             -7                                  50                      -2

2:1200 16
 

3:                                             -8                                  60                      -3

3:1600 18
  Composite Full-Body Armor involves the use of various lesser armors with strategically placed hardened pieces to provide the subject with maximum armoring without overly sacrificing mobility. Composite armor is usually form-fitted during the creation process, with hardened armor covering the wearer's shins, forearms, chest, back and thighs.
   

 

   
 

Haz-Mat Suit

-

800

8

 

The Haz-Mat Suit is most often utilized to help avoid the possible effects of chemical, viral or radiation exposure. Complete with its own air-supply, that lasts for up to six full hours, this hazard suit offers no physical protection but is most often used by various corporations and governments in highly volatile or dangerous environmental conditions to safeguard personnel from possible exposure or infection while they carry out various tasks.

   

 

   
 

Hardened Armor (Light)

Damage Reduction Rating          Armor Points     Hindrance Rating 

 

 

1:                                             -8                                  60                      -2

1:2000 18
 

2:                                             -9                                  70                      -3

2:2500 20
 

3:                                            -10                                 80                      -4

3:3000 22
  Hardened armor is just what it implies, and offers protection against both ballistic and impact damage as well as a small degree of base protection against certain chemical agents. (Grants a base 20% chance to resist the absorption of DMSO.) Legal only for Sec-Pol and Corp-Sec or equivalent types to possess without requiring licensing, it is both stronger than other baser forms of armor and in most cases far more bulky and cumbersome. This armor completely covers its wearer, save for their head. (See Helmets below)
   

 

   
 

Hardened Armor (Medium)

Damage Reduction Rating          Armor Points     Hindrance Rating 

 

 

1:                                            -10                                 80                      -3

1:3500 18
 

2:                                            -11                                 90                      -4

2:4000 20
 

3:                                            -12                                100                     -5

3:4500 22
  Medium hardened armor is a slightly tougher variant of light hardened armor and likewise offers a base 20% chance to resist the absorption of DMSO. Legal only for Sec-Pol and Corp-Sec or equivalent types to possess without requiring licensing, it is both stronger than other baser forms of armor and in most cases far more bulky and encumbering.  This armor completely covers its wearer, save for their head. (See Helmets below)
   

 

   
 

Hardened Armor (Heavy)

Damage Reduction Rating          Armor Points     Hindrance Rating 

 

 

1:                                            -12                                100                      -4

1:5000 18
 

2:                                            -13                                110                      -5

2:5500 20
 

3:                                            -14                                120                      -6

3:6000 22
  Heavy hardened armor is a slightly tougher variant of medium hardened armor and likewise offers a base 20% chance to resist the absorption of DMSO. Legal only for Sec-Pol and Corp-Sec or equivalent types to possess without requiring licensing, it is both stronger than other baser forms of armor and in most cases far more bulky and encumbering.  This armor completely covers its wearer, save for their head. (See Helmets below)
   

 

   
 

Reinforced Heavy Hardened Armor

Damage Reduction Rating          Armor Points     Hindrance Rating 

 

 

1:                                            -14                                120                      -5

1:6500 18
 

2:                                            -15                                130                      -6

2:7000 20
 

3:                                            -16                                140                      -7

3:7500 22
  Reinforced heavy hardened armor is a slightly tougher variant of heavy hardened armor and likewise offers a base 20% chance to resist the absorption of DMSO. Legal only for Sec-Pol and Corp-Sec or equivalent types to possess without requiring licensing, it is both stronger than other baser forms of armor and in most cases far more bulky and encumbering.  This armor completely covers its wearer, save for their head. (See Helmets below)
   

 

   
 

Mercurial Bio-Armor

Damage Reduction Rating          Armor Points     Regeneration Rating 

 

 

                                              -16                                160                   10 - Hour

1:18000 24
  Mercurial Bio-Armor is at the cutting-edge of armor technology and is capable of both self-regeneration as well as altering its shape, form and potentially even function as required by its wearer. Capable of appearing as something as simple and innocuous as a bracelet of dense alloy, it can; upon mental cue, shift into highly articulated full-body armor, complete with helmet and all of the intrinsic sub-systems that were incorporated into its original system upon creation. This armor is highly illegal. Providing amazing protection, versatility and lacking the usual inhibitive detriments to its wearer's mobility, it is both highly treasured and exceedingly rare. As hinted at above, Mercurial Bio-Armor can mimic certain forms of weapons and even manage a degree of articulation that can disconcert those who aren't familiar with its capabilities. In all cases, whether the armor is being used to create a sword, spurs, ankle blades, finger razors etc. the Bio-Armor deals damage as though it were the poly-ceramic equivalent enhanced with a monofilament edge. The effective range of the armor, whether being used as a whip or clawed grappling spikes or chains is 7 meters.
 

Note: This armor requires three C-Grade miniature sized power cells that provide the armor with roughly 36 hours of use. For purposes of add-ons, this armor counts as hardened armor, though certain add-ons will require that the Bio-Armor take on lesser forms that are larger in size than that insinuated by the example of a simple thick bracelet above.

   

 

   
 

Mil-Spec Body Armor (Light)

Damage Reduction Rating     Armor Points     Hindrance Rating     Refraction 

 

 

1:                                      -22                           200                     -9                      25%

1:10000 22
 

2:                                      -23                           210                    -10                     35%

2:10500 24
 

3:                                      -24                           220                    -11                     45%

3:11000 26
  Mil-Spec Body Armor is near the pinnacle of protective armor science and is utilized sparingly due in no small part to the cost of manufacturing it. Each suit is custom tailored for its intended wearer and can only be modified or retrofitted for another person after a fair amount of time and expense. The armor is equipped with pressurized seals and is proof against DMSO and similar chemical agent attacks. It is also equipped with an integral 48 hour air supply and through the combination of its specialized filtration systems and dehydrated foodstuffs can keep its wearer alive without another source of food or water for a full 2 weeks. Equipped with hypercast and encoded holo-link systems, GPU and a host of similarly useful functions, including a fully enclosed environmental seal with its own life-support system, its wearer can even survive the chill expanse of space. Likewise Mil-Spec Body Armor is specially treated with a glossy epidermis allowing it a base chance to reflect or refract laser attacks targeting the wearer.
   

 

   
 

Mil-Spec Body Armor (Medium)

Damage Reduction Rating     Armor Points     Hindrance Rating     Refraction 

 

 

1:                                      -24                            220                    -10                     25%

1:11500 22
 

2:                                      -25                            230                    -11                     35%

2:12000 24
 

3:                                      -26                            240                    -12                     45%

3:12500 26
  Mil-Spec Body Armor is near the pinnacle of protective armor science and is utilized sparingly due in no small part to the cost of manufacturing it. Each suit is custom tailored for its intended wearer and can only be modified or retrofitted for another person after a fair amount of time and expense. The armor is equipped with pressurized seals and is proof against DMSO and similar chemical agent attacks. It is also equipped with an integral 48 hour air supply and through the combination of its specialized filtration systems and dehydrated foodstuffs can keep its wearer alive without another source of food or water for a full 2 weeks. Equipped with hypercast and encoded holo-link systems, GPU and a host of similarly useful functions, including a fully enclosed environmental seal with its own life-support system, its wearer can even survive the chill expanse of space. Likewise Mil-Spec Body Armor is specially treated with a glossy epidermis allowing it a base chance to reflect or refract laser attacks targeting the wearer.
   

 

   
 

Mil-Spec Body Armor (Heavy)

Damage Reduction Rating     Armor Points     Hindrance Rating     Refraction 

 

 

1:                                      -26                            240                    -11                     25%

1:13000 22
 

2:                                      -27                            250                    -12                     35%

2:13500 24
 

3:                                      -28                            260                    -12                     45%

3:14000 26
  Mil-Spec Body Armor is near the pinnacle of protective armor science and is utilized sparingly due in no small part to the cost of manufacturing it. Each suit is custom tailored for its intended wearer and can only be modified or retrofitted for another person after a fair amount of time and expense. The armor is equipped with pressurized seals and is proof against DMSO and similar chemical agent attacks. It is also equipped with an integral 48 hour air supply and through the combination of its specialized filtration systems and dehydrated foodstuffs can keep its wearer alive without another source of food or water for a full 2 weeks. Equipped with nypercast and encoded holo-link systems, GPU and a host of similarly useful functions, including a fully enclosed environmental seal with its own life-support system, its wearer can even survive the chill expanse of space. Likewise Mil-Spec Body Armor is specially treated with a glossy epidermis allowing it a base chance to reflect or refract laser attacks targeting the wearer.
   

 

   
 

Mil-Spec Mercurial Bio-Armor

Damage Reduction Rating          Armor Points     Regeneration Rating 

 

 

                                               -26                                260                   20 - Hour

1:30000 28
  Mil-Spec Mercurial Bio-Armor is at the cutting-edge of armor technology and is capable of both self-regeneration as well as altering its shape, form and potentially even function as required by its wearer. Capable of appearing as something as simple and innocuous as a bracelet of dense alloy, it can; upon mental cue, shift into highly articulated full-body armor, complete with helmet and all of the intrinsic sub-systems that were incorporated into its original system upon creation. This armor is highly illegal. Providing amazing protection, versatility and lacking the usual inhibitive detriments to its wearer's mobility, it is both highly treasured and exceedingly rare. As hinted at above, Mercurial Bio-Armor can mimic certain forms of weapons and even manage a degree of articulation that can disconcert those who aren't familiar with its capabilities. In all cases, whether the armor is being used to create a sword, spurs, ankle blades, finger razors etc. the Bio-Armor deals damage as though it were the poly-ceramic equivalent enhanced with a monofilament edge. The effective range of the armor, whether being used as a whip or clawed grappling spikes or chains is 7 meters.
 

Note: This armor requires three C-Grade miniature sized power cells that provide the armor with roughly 36 hours of use. For purposes of add-ons, this armor counts as hardened armor, though certain add-ons will require that the Bio-Armor take on lesser forms that are larger in size than that insinuated by the example of a simple thick bracelet above.

   

 

   

 

 

How Armor Works
 

 

 

(Ballistic Armor - Rating) (Pin-Point Kinetic/Impact Damage/Attacks) If a successful hit is scored against an armored target, the potential damage is tabulated first. If that potential damage exceeds the BAR of the armor in question then AP's are lost on a point per point basis. For every 10 AP's lost, the KAR/BAR of the armor suffers a +1 which gradually will degrade the armor's protective properties. If the armor's AP are reduce to 0 the armor is useless. If the initial potential damage does not exceed the armor's BAR then no damage is incurred beyond base bruising etc. Energy attacks ignore the Ballistic Rating and tabulated damage is taken directly from the armor's Armor Point value, whether the armor in question is physical or not.

   
  (Kinetic Armor - Rating) (Falling/Impact Damage/Attacks) If a successful hit is scored against an armored target, the potential damage is tabulated first. If that potential damage exceeds the KAR of the armor in question then AP's are lost on a 10/1 point basis. For every 10 points of damage suffered over the KAR rating subtract 1 point from the armor's AP. For every 10 AP's lost, the KAR/BAR of the armor suffers a +1 which gradually will degrade the armor's protective properties. If the armor's AP are reduce to 0 the armor is useless. If the initial potential damage does not exceed the armor's KAR then no damage is incurred. Kinetic armors provide no benefit against energy weapons, whether the armor in question is physical or not.
   
  (Damage Reduction Rating) (All Attacks) If a successful hit is scored against an armored target, the potential damage is tabulated first. If that potential damage exceeds the DRR of the armor in question then AP's are either lost on a point for point basis for ballistic/energy attacks and on a 10/1 basis for kinetic/semi-mundane attacks. As per the variations above the armor suffers a +1 depending on over all damage accrued, which gradually will degrade the armor's protective properties. If the armor's AP are reduce to 0 the armor is useless. If the initial potential damage does not exceed the armor's DRR then no damage is incurred. (Note: The Damage Reduction Rating provides only half its value against energy weapons, whether the armor in question is physical or not.)

 

 

 

   

Armor Add-ons

   
   

 

   
 

Type

Function

Cost

INDEX

   

 

   
 

Sculpted Armor

Counter Hindrance Rating 

 

 

1:                                                                          -1

1:2000 20
 

2:                                                                          -2

2:3000 20
 

3:                                                                          -3

3:4000 22
 

4:                                                                          -4

4:5000 22
  Sculpted armor involves only hardened sub-types and implies that the armor itself was specifically tailored for the individual wearing it. This process aids greatly in diminishing the encumbering affects of hardened body armors and can in some cases wholly degrade the detrimental effects of lowered mobility from some forms of hardened armor. In other cases it can be utilized with the Servo Articulated option to make even the heaviest form of hardened armor non-encumbering.
 

Note: In no case, can the use of this with or without the other methods of reducing the hindrance rating of various armors, be used to increase the subject's encumbrance rating beyond baseline. (ie.) The encumbrance factor of any armor cannot be reduced below 0. This armor enhancement cannot be utilized to aid the HR of Mil-Spec bodyarmor which already benefit from this add-on.

   

 

   
 

Servo Articulated Armor

Counter Hindrance Rating 

 

 

1:                                                                          -1

1:3000 20
 

2:                                                                          -2

2:4000 20
 

3:                                                                          -3

3:5000 22
 

4:                                                                          -4

4:6000 22
  This process involves adding smart-chipped micro-sized servo motors at articulated points within hardened armor, allowing the armor's wearer to more easily move and enjoy the full range of typical mobile functionality. The servo motors are powered by the subject's own kinetic locomotion and don't require anything more for purposes of powering the articulated augmentation.
 

Note: In no case, can the use of this with or without the other methods of reducing the hindrance rating of various armors, be used to increase the subject's encumbrance rating beyond baseline. (ie.) The encumbrance factor of any armor cannot be reduced below 0.

   

 

   
 

Inertial Smart Processors

Counter Hindrance Rating 

 

 

1:                                                                          -2

1:6000 22
 

2:                                                                          -4

2:8000 24
 

3:                                                                          -6

3:10000 26
  This procedure involves the incorporation of a several processors connected to multiple geo-chips which utilize gravitational and inertial motion to relieve a great amount of the slowness incurred by utilizing specific heavy armor types.
 

Note: In no case, can the use of this with or without the other methods of reducing the hindrance rating of various armors, be used to increase the subject's encumbrance rating beyond baseline. (ie.) The encumbrance factor of any armor cannot be reduced below 0.

   

 

   
 

Mirror Sheathe

Laser Degradation Rating 

 

 

1:                                                                         20%

1:8000 24
 

2:                                                                         25%

2:12000 26
 

3:                                                                         30%

3:16000 28
  This option can only be added to hardened armors and involves sheathing the armor with a highly reflective exterior layering that degrades the potential damage caused to its wearer by laser weapons to variable degrees. The percentage displayed is taken from the total damage that would be inflicted by a successful laser beam weapon striking the subject.
 

Note: Mirror sheathing cannot be incorporated with the ruthenium treatment option. Nor can it be utilized in conjunction with non hardened or mercurial bio-armors.

   

 

   
 

Ruthenium Treatment

Adaptability                    Processor Speed                    Stealth 

 

 

1:                                         80%                           3 seconds              +1 - +50% Unseen

1:2000 18
 

2:                                         85%                           2 seconds              +2 - +45% Unseen

2:4000 20
 

3:                                         90%                           1 second               +3 - +40% Unseen

3:6000 22
  The Ruthenium Treatment involves a process of suffusing hardened armors with specialized polymers that react to electric current that is flushed through the latticework to achieve varying colors or hues that allow the subject to more ably blend in with his or her surroundings. Equipped with integrated scanners and a small host of micro-processors to alter the apparent pigmentation of the subject's armor quickly and effectively.
  Note: The unseen modifier represents the chance for the subject to go unnoticed if standing still and able to avoid basic giveaways such as residual heat, noise etc.  Clothing, excessive heat or cold that stands out from the surroundings can degrade the affects of the blending just as simple things like mud and so forth can. The above listed modifiers take into account basic clothing that is meant to likewise blend in or that there is little of. Obviously, any armoring or situational variable that completely or largely covers the subject would render the Ruthenium elements useless.
   

 

   
 

Di-Sheathing

Ballistic Rating                    Kinetic Rating                    Armor Points 

 

 

                                           -2                                   -1                               +20

1:8000 22
  Di-Sheathing involves fusing a layer of pseudo diamond-like material to the outer surface of an armor and can really only be used on hardened armor types. This sheathe grants greater resistance to both impact and ballistic armor ratings and likewise strengthens the armors resistance to damage.
 

Note: This treatment cannot be utilized in conjunction with mercurial bio-armors or mil-spec armor types which already utilize this benefit.

   

 

   
 

Smart-Chipped Temp-Bleed

Heat Variation Speed 

 

 

1:                                                                      3 Seconds

1:5000 20
 

2:                                                                      2 Seconds

2:8000 22
 

3:                                                                       1 Second

3:12000 24
  This option can be added to both pliable and hardened armor types and involves incorporating a specialized micro-processor along with temperature bleed nodes into the armor that allow the subject to shift his or her temperature to match that of their surroundings in most cases. Ideal for use with the various ruthenium options for evading detection via thermal visions and so forth. The primary variation between the different levels denotes the speed at which the suite can effect the temperature change so that the armor blends in, temperature wise; with its surroundings.
   

 

   
 

Enviro-Seal

-

1000

18

  The Enviro-Seal renders armor immune to the affects of having gaseous agents seeping through the articulated joints and seals of hardened armor-types and must be used in conjunction with one of the various helmet options. Likewise the subject has limited life-support systems along with an air-supply that will allow him or her to survive extreme conditions to a lesser degree. The subject can survive for up to 1 hour underwater or even within the vacuum of space, without detrimental affects.
 

Note: While this does include maintaining the interior atmosphere against extremes of temperature it does not grant augmented protection against acids, extreme high temperatures and the like.

   

 

   
 

Haz-Mat Seal

-

1000

22

  Haz-Mat Seal can be utilized to augment both soft and hardened types of armors and renders the outermost surface of such proof against such chemical agents as DMSO and the like. The exterior of the armor becomes effectively non-porous and prevents the absorption of liquids, and the like much as a Haz-Mat Suit does, though it is by no means as extensive in functionality as said suit.
        
  EMP Shielding EMP Resistance  -
  1:                                                                          20% 1:3000 24
  2:                                                                          40% 2:5000 26
  3:                                                                          60% 3:7000 28
  4:                                                                          80% 4:9000 30
  This tailored resin shields treated armor from the costly effects of electro-magnetic pulse weapons or detonations and potentially their subsequent affects on cyberware.
        
  Microwave Shielding Microwave Resistance  -
  1:                                                                          30% 1:2000 20
  2:                                                                          50% 2:4000 22
  3:                                                                          70% 3:6000 24
  4:                                                                          90% 4:8000 26
  This resin shields treated armor from the deadly effects of microwave radiation, weapons, or detonations and potentially their subsequent affects on cyberware.
        
  Scan Shielding Scan Resistance  -
  1:                                                                          20% 1:3000 22
  2:                                                                          40% 2:6000 24
  3:                                                                          60% 3:9000 26
  4:                                                                          80% 4:12000 28
  With this special polymer resin a subject's treated armor, and thus they themselves are protected from most forms of scanners, metal detectors and chem-sniffers.