TEXT: The Modern Dispatch
  Alternate Armors
  Page 1
  d20 Modern(tm) is a trademark of Wizards of the 
  Coast, Inc., a subsidiary of Hasbro, Inc., and is used 
  with permission. Dungeons & Dragons(R) and Wizards 
  of the Coast(R) are registered trademarks of Wizards 
  of the Coast, Inc., a subsidiary of Hasbro, Inc., and are 
  used with permission.
  Column by
  Charles Rice 
  Content Manager
  Charles Rice and Chris Davis
  Layout
  Chris Davis
  Proofreading
  Donald Kiesling, Chris Davis
  www.RPGObjects.com
  Alternate Armors
  Introduction
  Many people have asked for armor in d20 Modern 
  to be handled as Damage Reduction. This is the way 
  many games (especially modern ones) have handled 
  armor, but d20 Modern’s designers chose to make 
  armor function as it did in d20 Fantasy, providing an 
  armor bonus (but renamed defense).
  However with armor bonuses from class, armor as 
  Damage Reduction seems a natural ﬁt and is presented 
  here as an optional rule. Going hand-in-hand with the 
  new armor rules is a new statistic for weapons: Armor 
  Penetration. 
  Design Considerations
  My chief goal in these rules is not to present a realistic 
  take on armor and ﬁrearms weapon penetration. These 
  rules are written so that if a new suit of modern armor 
  or a new modern weapon appears in an article or 
  supplement you can convert the weapon to these rules 
  in your head. No conversion charts. No nonsense.  
  Another, secondary, goal for these rules is to make 
  archaic armors make a little more sense. Sure magic 
  chain mail might be a really good idea when you’re 
  ﬁghting an axe wielding gnoll pimp, but when he gets 
  really mad and pulls out his 9mm… give me the ﬂak 
  vest.  
  Damage Reduction Conversion
  To convert armor to Damage Reduction take the 
  armor’s Defense bonus and divide by two applying 
  one-half the armor bonus as an equipment bonus to 
  Defense and the other half as Damage Reduction. 
  In the case of fractional values, round down for the 
  Defense bonus and up for the Damage Reduction.
  DR = original equipment bonus / 2 (rounded up)
  Equipment Bonus = original equipment bonus / 
  2 (rounded down)
  #1
  
  The Modern Dispatch
  Alternate Armors
  Page 2
  Inserts
  Inserts allow a wearer to customize body armor for a 
  speciﬁc purpose. The statistics in Table 2 modify the 
  damage reduction, maximum Dexterity, armor penalty 
  and weight of any armor they are worn with. Inserts 
  must be purchased separately but may be worn with 
  armor of any grade (from concealable to tactical to 
  military). 
  Almost all bulletproof vests manufactured today 
  contain a concealed slip pocket for an insert to be 
  placed in. If a speciﬁc insert is going to be worn all 
  the time, this slip pocket can simply be sewn shut.
  Table 1: Modern Armors
   Armor
  Type
  Defense Bonus
  Nonprof. 
  Bonus 
  Damage 
  Reduction
  Max. Dex.
  Armor Penalty
  Speed (30ft.)
  Weight
  Purchase DC
  Restriction
  Light Armor
  Leather jacket
  Impromptu
  +0
  +0
  1
  +8
  -0
  30
  4 lb.
  10
  ---
  Light Undercover Shirt
  Concealable
  +1
  +0
  1
  +6
  -0
  30
  2 lb.
  13
  Lic. (+1)
  Pull-up Pouch vest
  Concealable
  +1
  +0
  1
  +6
  -1
  30
  2 lb.
  13
  Lic. (+1)
  Undercover Vest
  Concealable
  +1
  +0
  2
  +5
  -2
  30
  3 lb.
  14
  Lic. (+1)
  Medium Armor
  Concealable Vest
  Concealable
  +2
  +1
  2
  +4
  -3
  25
  4 lb.
  15
  Lic. (+1)
  Light Duty Vest
  Tactical
  +2
  +1
  3
  +3
  -4
  25
  8 lb.
  16
  Lic. (+1)
  Tactical Vest
  Tactical
  +3
  +1
  3
  +2
  -5
  25
  10 lb.
  17
  Lic. (+1)
  Heavy Armor
  Special Response Vest
  Tactical
  +3
  +1
  4
  +1
  -6
  20
  15 lb.
  18
  Lic. (+1)
  Forced Entry Unit
  Tactical
  +4
  +2
  5
  +0
  -8
  20
  20 lb.
  19
  Lic. (+1)
  Flexible Trauma Insert
  This light insert provides some additional protection 
  against blunt force trauma (including explosives).
  Steel Trauma Insert
  This insert provides more protection than the ﬂexible 
  trauma insert but has more weight. If you were on 
  a bomb squad rotation or heading into a riot, you 
  wouldn’t mind the added heft of one of these.
  Titanium Trauma Insert
  Similar to the steel version, but provides better 
  protection and lighter materials. 
  Anti-Stab Insert
  Especially popular with police and corrections 
  ofﬁcers, these ﬂexible inserts help improve the 
  weakness of most body armors against stabbing 
  weapons. 
  Outershell 
  The opposite of an insert, this one-piece hard shell 
  allows law enforcement ofﬁcers to quickly covert a 
  concealable vest into something more substantial. 
  If worn over any concealable armor, the Outershell 
  causes it to function in every way like a Light Duty 
  Vest. If a concealable armor is not worn underneath 
  the Outershell it will function as an Undercover Vest.
  Donning an Outershell is quick and efﬁcient by 
  design and may be done with a full-round action. 
  Tactical Outershell
  Tactical Outershell operates in the same way that 
  standard Outershell does, except that it functions 
  as a Tactical Vest when worn over concealable 
  armor.   If worn alone this Outershell also acts like an 
  Undercover Vest.
  Table 2: Armor Inserts
  Insert
  Damage Reduction
  Max.Dex.
  Armor 
  Penalty
  Speed 
  (30 ft.)
  Weight
  Purchase 
  DC
  Restriction
  Flexible Trauma
  +1 (+2 vs. Blunt)
  -1
  -1
  -0
  +2 lbs.
  13
  Lic. (+1)
  Steel Trauma
  +1 (+3 vs. Blunt)
  -2
  -2
  -0
  +4 lbs.
  14
  Lic. (+1)
  Titanium Trauma
  +1 (+4 vs. Blunt)
  -2
  -2
  -0
  +3 lbs.
  15
  Lic. (+1)
  Anti-Stab 
  +1 (+3 vs. Piercing)
  -2
  -2
  -0
  +5 lbs.
  15
  Lic. (+1)
  Outershell
  *
  *
  *
  *
  *
  17
  Lic. (+1)
  Tactical Outershell
  *
  *
  *
  *
  *
  18
  Lic. (+1)
  Light Ceramic Insert
  +1 (+2 vs. Ballistic)
  -1
  -1
  -0
  +3 lbs.
  15
  Lic. (+1)
  Medium Ceramic Insert +1 (+3 vs. Ballistic)
  -2
  -2
  -0
  +6 lbs.
  16
  Lic. (+1)
  Heavy Ceramic Insert
  +1 (+4 vs. Ballistic)
  -3
  -3
  -0
  +8 lbs.
  18
  Lic. (+1)
  Buoyancy Insert
  *
  -0
  -0
  -0
  +2 lbs.
  12
  Lic. (+1)
  
  The Modern Dispatch
  Alternate Armors
  Page 3
  Ceramic Insert (Light, Medium and Heavy)
  These inserts provide maximum protection against 
  military weapons and even help to protect against 
  armor piercing ammunition.
  Buoyancy Insert
  This insert provides no additional protection but 
  causes body armor to double as a ﬂotation device. 
  Especially handy for coast guard ofﬁcers, armor with 
  this insert does not apply its armor check penalty 
  to swimming skill checks and allows a person so 
  equipped to stay aﬂoat indeﬁnitely.
  Archaic Armor
  Archaic Armor under these rules works much the 
  same as it does in the standard rules except when it 
  comes to ﬁrearms. The advent of gunpowder weapons 
  was the death of heavy armor and these rules attempt 
  to reﬂect that.
  Archaic Armor vs. Archaic Weapons
  When facing archaic weapons, archaic armor 
  functions normally, providing a bonus to Defense and 
  Damage Reduction.
  Archaic Armor vs. Modern Weapons
  Modern weapon attacks are touch attacks against 
  archaic armor, avoiding the armor’s equipment bonus 
  entirely. The damage from a modern weapon also 
  ignores the Damage Reduction of archaic armor. 
  Note that since heavy armor lowers your maximum 
  dexterity this makes it a hindrance against gunpowder 
  weapons not an advantage (exactly what happened in 
  the real world).  In short, the wearer of archaic armor 
  in modern times gains no beneﬁts against modern 
  weapons.
  Armor Penetration
  One of the most important characteristics of a modern 
  weapon is its ability to penetrate armor. The simplest 
  way to accomplish this for the personal ﬁrearms 
  in the Modern core rules is to allow the weapon to 
  ignore one point of DR per 8 points of the weapon’s 
  maximum damage (rounded down). 
  For convenience the penetration value of all the 
  core ﬁrearms is presented in Table 4.
  Explosives Penetration
  Explosives can also penetrate DR. If an explosive 
  has no armor piercing listed (such as C-4) it ignores 
  one DR per three dice of damage unless steps have 
  been taken to enhance the explosives anti-personnel 
  capabilities (fragmentation or even just packing nails 
  around a scratch-built explosive) in which case the 
  armor ignores 1 DR per die of damage. 
  Melee and Archaic Weapons Penetration
  One challenge for body armor in the modern world 
  is the effect stabbing weapons have on it. Many 
  stabbing weapons penetrate Kevlar with ease making 
  law enforcement personnel (especially those in 
  the corrections ﬁelds) vulnerable when making 
  arrests or performing cell extractions (removal of an 
  Table 3: Archaic Armors
   Armor
  Type
  Defense Bonus
  Nonprof. 
  Bonus 
  Damage 
  Reduction
  Max. Dex.
  Armor Penalty
  Speed (30ft.)
  Weight
  Purchase DC
  Restriction
  Light Armor
  Padded Armor
  Archaic
  +0
  +0
  1/ballistic
  +8
  -0
  30
  10 lb.
  10
  ---
  Leather
  Archaic
  +1
  +0
  1/ballistic
  +6
  -0
  30
  15 lb.
  12
  ---
  Studded Leather
  Archaic
  +1
  +0
  2/ballistic
  +5
  -1
  30
  20 lb.
  14
  ---
  Chain Shirt
  Archaic
  +2
  +1
  2/ballistic
  +4
  -2
  30
  25 lb.
  16
  ---
  Medium Armor
  Hide
  Archaic
  +1
  +0
  2/ballistic
  +4
  -3
  20
  25 lb.
  15
  ---
  Scale Mail
  Archaic
  +2
  +1
  2/ballistic
  +3
  -4
  20
  30 lb.
  17
  ---
  Chainmail
  Archaic
  +2
  +1
  3/ballistic
  +2
  -5
  20
  40 lb.
  18
  ---
  Breastplate
  Archaic
  +2
  +1
  3/ballistic
  +3
  -4
  20
  30 lb.
  19
  ---
  Heavy Armor
  Splint Mail
  Archaic
  +3
  +1
  3/ballistic
  +0
  -7
  20
  45 lb.
  20
  ---
  Banded Mail
  Archaic
  +3
  +1
  3/ballistic
  +1
  -6
  20
  35 lb.
  21
  ---
  Half Plate
  Archaic
  +3
  +1
  4/ballistic
  +0
  -7
  20
  50 lb.
  22
  ---
  Full Plate
  Archaic
  +4
  +2
  4/ballistic
  +1
  -6
  20
  50 lb.
  23
  ---
  
  The Modern Dispatch
  Alternate Armors
  Page 4
  Table 4: Firearms with armor Penetration
  Weapon 
  Damage
  Penetration
  Critical
  Type
  Range 
  Increment
  Rate of Fire
  Magazine
  Size
  Weight
  Purchase DC
  Restriction
  Handguns
  Beretta 92F
  2d6
  1
  20
  Ballistic
  40 ft.
  S
  15 box
  Small
  3 lb.
  16
  Lic (+1)
  Beretta 93R
  2d6
  1
  20
  Ballistic
  30 ft.
  S,A
  20 box
  Med
  3 lb.
  18 
  Res (+2)
  Colt Double Eagle
  2d6 
  1
  20
  Ballistic
  30 ft.
  S
  9 box
  Small
  3 lb.
  16 
  Lic (+1)
  Colt M1911
  2d6
  1
  20
  Ballistic
  30 ft.
  S
  7 box
  Small
  3 lb.
  15 
  Lic (+1)
  Colt Python1
   2d6
  1
  20
  Ballistic
  40 ft.
  S
  6 cyl.
  Med
  3 lb.
  5 
  Lic (+1)
  Derringer
  2d6
  1
  20
  Ballistic
  10 ft.
  Single 
  2 int.
  Tiny
  1 lb.
  14 
  Lic (+1)
  Desert Eagle 
  2d8
  2
  20
  Ballistic
  40 ft.
  S
  9 box
  Med
  4 lb.
  18 
  Lic (+1)
  Glock 171
  2d6
  1
  20
  Ballistic
  30 ft.
  S
  17 box
  Small
  2 lb.
  18 
  Lic (+1)
  Glock 201
  2d6
  1
  20
  Ballistic
  40 ft.
  S
  15 box
  Small
  3 lb.
  18 
  Lic (+1)
  MAC Ingram M10 
  2d6 
  1
  20
  Ballistic
  40 ft.
  S, A
  30 box
  Med
  6 lb.
  15 
  Res (+2)
  Pathﬁnder
  2d4
  1
  20
  Ballistic
  20 ft.
  S
  6 cyl.
  Tiny
  1 lb.
  14 
  Lic (+1)
  Ruger Service-Six 
  2d6
  1
  20
  Ballistic
  30 ft.
  S
  6 cyl.
  Small
  2 lb.
  14 
  Lic (+1)
  S&W M29
  2d8
  2
  20
  Ballistic
  30 ft.
  S
  6 cyl.
  Med
  3 lb.
  15 
  Lic (+1)
  SITES M9
  2d6
  1
  20
  Ballistic
  30 ft.
  S
  8 box
  Tiny
  2 lb.
  15 
  Lic (+1)
  Skorpion
  2d4
  1
  20
  Ballistic
  40 ft.
  S, A
  20 box
  Med
  4 lb.
  17 
  Res (+2)
  TEC-9
  2d6
  1
  20
  Ballistic
  40 ft.
  S or A 
  32 box
  Med
  4 lb.
  14 
  Res (+2)
  Walther PPK
  2d4
  1
  20
  Ballistic
  30 ft.
  S
  7 box
  Small
  1 lb.
  15 
  Lic (+1)
  Longarms
  AKM/AK-47
  2d8
  2
  20
  Ballistic
  70 ft.
  S, A
  30 box
  Large
  10 lb. 
  15 
  Res (+2)
  Barrett Light Fifty 
  2d12 
  3
  20
  Ballistic
  120 ft.
  S
  11 box
  Huge
  35 lb. 
  22 
  Lic (+1)
  Beretta M3P
  2d8
  2
  20
  Ballistic
  30 ft.
  S
  5 box
  Large
  9 lb. 
  16 
  Lic (+1)
  Browning BPS 
  2d10
  2
  20
  Ballistic
  30 ft.
  S
  5 int.
  Large
  11 lb. 
  16 
  Lic (+1)
  HK G3
  2d10
  2
  20
  Ballistic
  90 ft.
  S, A
  20 box
  Large
  11 lb. 
  19 
  Res (+2)
  HK MP51
  2d6
  1
  20
  Ballistic
  50 ft.
  S, A
  30 box
  Large
  7 lb. 
  20 
  Res (+2)
  HK MP5K
  2d6
  1
  20
  Ballistic
  40 ft.
  S, A
  15 box
  Med
  5 lb. 
  19 
  Res (+2)
  HK PSG11
  2d10
  2
  20
  Ballistic
  90 ft.
  S
  5 box
  Large
  16 lb.
  22 
  Lic (+1)
  M16A2
  2d8
  2
  20
  Ballistic
  80 ft.
  S, A
  30 box
  Large
  8 lb. 
  16 
  Res (+2)
  M4 Carbine
  2d8
  2
  20
  Ballistic
  60 ft.
  S, A
  30 box
  Large
  7 lb. 
  16 
  Res (+2)
  Mossberg
  2d8
  2
  20
  Ballistic
  30 ft.
  S
  6 int.
  Large
  7 lb. 
  15 
  Lic (+1)
  Remington 700
  2d10
  2
  20
  Ballistic
  80 ft.
  Single
  5 int.
  Large
  8 lb. 
  17 
  Lic (+1)
  Sawed-off shotgun
  2d8
  2
  20
  Ballistic
  10 ft.
  S
  2 int.
  Med
  4 lb. 
  15 
  Lic (+1)
  Steyr AUG
  2d8
  2
  20
  Ballistic
  80 ft.
  S, A
  30 box
  Large
  9 lb. 
  19 
  Res (+2)
  Uzi
  2d6
  1
  20
  Ballistic
  40 ft.
  S, A
  20 box
  Large
  8 lb. 
  18 
  Res (+2)
  Winchester 94
  2d10
  2
  20
  Ballistic
  90 ft.
  S
  6 int.
  Large
  7 lb. 
  15 
  Lic (+1)
  Heavy Weapons 
  M-60
  2d8
  2
  20
  Ballistic
  100 ft.
  A
  Linked
  Huge
  22 lb.
  21
  Mil (+3)
  M2HB
  2d12
  3
  20
  Ballistic
  110 ft.
  A
  Linked
  Huge
  75 lb.
  22
  Mil (+3)
  M72A3 LAW
  10d62
  7
  —
  —
  150 ft.
  1
  1 int.
  Large
  5 lb.
  15
  Mil (+3)
  
  The Modern Dispatch
  Alternate Armors
  Page 5
  Armor Tolerance 
  Even the heaviest armor feels light and natural to you.
  Prerequisite: Armor Proﬁciency (light)
  Effect: When wearing a suit of armor with which 
  you are proﬁcient you increase the maximum 
  Dexterity bonus by +1.
  Special: You may take this feat multiple times. Its 
  effects stack. 
  Brute Force
  You are skilled at using hand-to-hand weapons to 
  penetrate armor, using strength to your advantage. 
  Prerequisite: Strength 13+
  Effect: You gain a +1 penetration when using any 
  melee weapon. 
  Targeting Finesse
  You are skilled enough to bypass armor when using 
  light weapons.
  Prerequisite: Weapon Finesse
  Effect: When you attack with a ﬁnesse weapon you 
  may ignore any damage reduction from Armor.
  Table 5: Armor Piercing Ammunition
  Ammunition(quantity)
  Wealth DC
  Normal
  Penetration +1
  Penetration +2
  5.56mm (20)
  4
  9
  14
  7.62mm (20)
  4
  9
  14
  7.62mmR (20)
  4
  9
  14
  .444 caliber (20)
  6
  11
  16
  .50 caliber (20)
  6
  11
  16
  9mm (50)
  5
  10
  15
  10mm (50)
  5
  10
  15
  .22 caliber (50)
  4
  9
  14
  .32 caliber (50)
  5
  10
  15
  .38 special (50)
  5
  10
  15
  .357 caliber (50)
  5
  10
  15
  .44 caliber (50)
  5
  10
  15
  .45 caliber (50)
  5
  10
  15
  .50AE caliber (50)
  6
  11
  16
  uncooperative prisoner from a prison cell). In fact 
  many of the inserts and new armors detailed above 
  are speciﬁcally designed to counteract the effect of 
  stabbing weapons on standard body armor.
  The penetration of melee and archaic weapons 
  are based on their damage type. In addition melee 
  weapons gain a +1 bonus to their penetration when 
  used two-handed. 
  Damage Type
  Penetration
  One Handed
  Two-Handed
  Bludgeoning
  0
  1
  Slashing
  0
  1
  Piercing
  2
  3
  Armor Piercing Ammunition
  Making ammunition out of different materials or of 
  a different design to better penetrate body armor is a 
  subject of much research and military spending.
  To represent armor piercing ammunition, use Table 
  5. All armor piercing ammunition has a Restriction 
  level of Military (+3 cost to buy on the black market if 
  not authorized).
  New Feats
  Following are a few new feats for armor.  
  Armor Familiarity 
  You have a growing familiarity with your armor.
  Prerequisite: Strength 13+, Armor Proﬁciency 
  (light)
  Effect: When wearing a suit of armor with which 
  you are proﬁcient you decrease the armor check 
  penalty by 1.
  Special: You may take this feat multiple times. Its 
  effects stack.
  
  The Modern Dispatch
  Alternate Armors
  Page 6
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Dispatch #1 2004, RPGObjects; Author Charles Rice, Chris Davis 
  open gaming content
  Designation of Product Identity: The following terms are designated as 
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SOURCE: textdata/thevault/The Modern Dispatch/The Modern Dispatch 001 - Alternate Armors.pdf