Armor...

Soak: B is the number of dice you get to add to soak rolls for bashing damage and thrown weapons. M soak is the number of dice that you get to add to soak rolls for lethal, and aggravated, damage from melee and brawl attacks, as well as low-velocity projectiles such as arrows. G is the number of dice that adds to the wearers soak against damage from all firearms. E lists what bonus the armour gives to soak rolls against and explosives. F is the number of dice you get to add to soak rolls for fire based attacks. This soak bonus does not apply to called shots to the head, limbs, or any other part of the body that the armour does not cover. The bonus on helmets only applies to called shots to the head, obviously.

Penalty: Most types of armour restrict movement, and in the case of helmets, the wearers ability to see and/or hear. This is represented by a penalty to dexterity or perception. This penalty may not reduce the attribute lower than one.

Conceal: This dictates the amount of clothing under which the armour may be concealed. W = windbreaker or loose shirt, J = jacket or suit, T = trench coat, N = the armour is too bulky to wear concealed.

Resources:
The minimum resources trait you must have to purchase the type of armour.

Modern Armour Soak Bonus Penalties Conceal Resources
Type B M G E F Dexterity Perception    
Reinforced Clothing 2 1 0 0 0 0 0 N/A *[3] 1
Armour T-Shirt 2 0 1 0 0 0 0 W 2
Light Ballistic Vest 2 1 2 0 0 1 0 W 2
Medium Ballistic Vest 2 1 3 0 0 1 0 J 3
Medium Ballistic Vest
(with trauma plates)
3 3 4 0 0 2 0 J 3
Flak Jacket 3 2 4 1 0 2 0 T 3
SWAT Tactical Jacket 3 3 4 0 0 2 *[1] 0 T 5
Riot Gear 4 4 5 1 0 3 0 N N/A *[5]
Bomb Disposal Suit 4 4 2 6 0 3 *[2] 0 N N/A *[5]
Nomex Suit 0 0 0 0 3 0 0 W 4
Tailored Armour 0 0 2 0 0 0 0 N/A *[4] 4

 

Archaic Armor Soak Bonus Penalties Conceal Resources
Type B M G E F Dexterity Perception    
Composite Armor 2 3 0 0 0 1 0 T *[7] 4
Heavy Armour 4 4 0 0 0 1 0 N *[7] 4
Full Knights Armor 5 6 1 *[6] 0 0 2 0 N *[7] 4

 

Helmets Soak Bonus Penalties Conceal Resources
Type B M G E F Dexterity Perception    
Military Helmet 1 1 1 0 0 0 0 N/A 1
SWAT Helmet 2 2 2 0 0 0 1 N/A 4
SWAT Helmet
(with gas mask)
2 2 2 0 0 0 2 N/A 4
Light Helm 1 2 0 0 0 0 1 N/A 3
Full Helm 2 3 0 0 0 0 2 N/A 3

 

Key

[1] The dexterity penalty of a SWAT jacket is reduced to 1 for actions which rely primarily on the hands and arms (such as shooting).
[2] The dexterity penalty of a bomb disposal suit does not apply to delicate operations (such as difusing a booby trap).
[3] The conceal rating for reinforced clothing is N/A, as these are normal clothes.
[4] Tailored armor is virtually unidentifiable as body armour - a Perception + Streetwise roll (difficulty 10, dropping to 8 if Style is rolled instead of Streetwise) is necessary) is necessary to recognise it.
[5] Riot gear and bomb disposal suits are not legal to buy. Aquiring these types of armour requires contacts, and a large wallet.
[6] Metal breaches inward - gunshot wounds to a person wearing this type of armour are likely to be quite painful. Exact effects are left to the STs imagination.
[7] Imagine the reaction of someone walking down your street in a suit of chain mail. Consider that reaction when taking the concealability of archaic armor into account.

 

 

DISCLAIMER: This list includes all the types of armour for a sense of completion and comparison. Just because a type of armour is listed here does NOT mean that your character will be allowed to have it. All armour must be approved by a ST.