🛡️ Armor & Cover

“The difference between a living Edgerunner and a dead one is usually about 11 SP.”
This covers all forms of protection — worn armor, cyberware armor, cover objects, and shields. Understanding protection is the key to survival.
⚡ Quick Reference
Protection At A Glance
Damage Resolution:
- Attacker rolls damage dice
- Subtract your SP → remaining damages HP
- If ANY damage got through → armor ablates by 1 SP
Armor SP Penalty Cost Leathers 4 0 20eb Kevlar 7 0 50eb Light Armorjack 11 0 100eb Heavy Armorjack 13 -2 500eb Metalgear 18 -4 5,000eb
🛡️ How Armor Works
The Damage Sequence
When you are hit by an attack:
1. Attacker rolls damage (e.g., 3d6)
2. Subtract your SP from damage
3. Remaining = HP damage
4. If ANY damage got through → Armor ablates -1 SP
Example: Taking Hits
Your Armor: Light Armorjack SP 11
Shot Damage - SP HP Lost Ablates? New SP 1 15 -11 4 Yes 10 2 8 -10 0 No 10 3 14 -10 4 Yes 9 4 9 -9 0 No 9 Key insight: If the attack deals EXACTLY your SP or less, NO ablation!
The Ablation Death Spiral
Every hit that penetrates weakens your armor. After enough hits, that SP 11 becomes SP 5, and suddenly pistols are lethal again.
Track Your SP!
Write your current SP next to your armor. Update it EVERY time you take penetrating damage.
📍 Armor Locations
| Location | What It Covers | When Used |
|---|---|---|
| Body | Torso, arms, legs | All attacks (default) |
| Head | Head/face | Only if Aimed Shot at head |
Head Armor is CRITICAL!
- Aimed Shots to head deal ×2 damage after armor
- Without head armor, a single headshot can flatline you
- Always buy a helmet!
Example: Why Helmets Matter
Heavy Pistol headshot: 3d6 = 12 damage
Without helmet (SP 0):
- 12 penetrates → 12 × 2 = 24 HP damage
- That’s enough to drop most characters!
With helmet (SP 7):
- 12 - 7 = 5 penetrates → 5 × 2 = 10 HP damage
- Painful, but survivable.
🔻 Ablation Rules
| Situation | Ablation |
|---|---|
| Damage penetrates armor | -1 SP |
| Armor-Piercing ammo | -2 SP |
| Armor blocks ALL damage | No ablation |
| Rubber/Stun ammo | No ablation |
| Melee that penetrates | -1 SP |
Armor-Piercing Is Devastating
AP ammo ablates by 2 per hit. After just 3 hits, your SP 11 is now SP 5.
🛡️ Armor Table
Wearable Armor
| Armor Type | SP | Penalty | Cost | Notes |
|---|---|---|---|---|
| Leathers | 4 | 0 | 20eb | Nomad style, barely armor |
| Kevlar® | 7 | 0 | 50eb | Vests, suits, jackets |
| Light Armorjack | 11 | 0 | 100eb | Standard ‘runner gear |
| Bodyweight Suit | 11 | 0 | 1,000eb | Netrunner skinsuit |
| Medium Armorjack | 12 | -2 | 100eb | Noticeable protection |
| Heavy Armorjack | 13 | -2 | 500eb | Obvious military-grade |
| Flak | 15 | -4 | 500eb | Full military kit |
| Metalgear® | 18 | -4 | 5,000eb | Walking tank |
Cyberware Armor
| Cyberware | SP | Notes |
|---|---|---|
| Skin Weave | 7 | Body + head, doesn’t stack, heals 1 SP/day |
| Subdermal Armor | 11 | Body + head, doesn’t stack, heals 1 SP/day |
Armor Penalty
Heavy armor reduces REF, DEX, and MOVE by the penalty listed.
- Take the worst penalty once (even if wearing armor on multiple locations)
- This affects Initiative (REF), attacks (REF/DEX), dodging (DEX), movement (MOVE)
Example: Metalgear Penalty
Normal stats: REF 8, DEX 7, MOVE 6 With Metalgear (-4): REF 4, DEX 3, MOVE 2
You’re almost impossible to hurt… but you can barely move or aim.
Armor Does NOT Stack
If wearing multiple armor on the same location → use highest SP only.
Example: Layering
Kevlar vest (SP 7) under Light Armorjack (SP 11) = SP 11 (not 18!)
🪨 Cover
What Counts as Cover?
You’re in cover if you’re fully behind something that stops bullets.
The Cover Rules
- No “partial” cover — you’re in or you’re out
- If they have line of sight → you’re NOT in cover
- Cover doesn’t give “+2 defense” — it blocks attacks entirely
- Cover can be destroyed
🎯 Attacking Someone in Cover
You have TWO options:
| Option | What You Do | What Happens |
|---|---|---|
| Wait for them to pop out | Ready an Action (“When they shoot, I shoot”) | Attack them normally when they expose themselves |
| Shoot the cover | Target the cover object (auto-hit) | Damage the cover’s HP. When HP = 0, cover is gone |
You Cannot Attack Through Cover
If someone is fully behind cover and not exposed, you cannot target them. You must:
- Destroy the cover first, OR
- Flank them (move until you have line of sight), OR
- Wait for them to pop out to attack
🛡️ When Someone Attacks FROM Cover
When a character in cover takes an action (like shooting), they must briefly expose themselves.
During that moment:
- They can be attacked (they’re visible)
- They can dodge/evade normally
- Cover does NOT provide SP — it’s either blocking you or it’s not
Example: Shootout Behind Walls
Situation: Enemy is behind a concrete pillar. They pop out to shoot you.
Your held action: “When they pop out, I shoot.”
Resolution:
- Enemy pops out, fires at you
- Your held action triggers — you fire at them
- Both of you roll Attack vs Evasion normally
- Cover is NOT involved (you’re both exposed during the exchange)
💥 Shooting AT Cover (To Destroy It)
You can target cover directly. This auto-hits (no roll needed — it’s a stationary object).
Damage goes against the cover’s HP, not SP.
Example: Destroying Cover
Enemy behind wooden door (HP 10).
Turn 1: You fire Heavy Pistol (3d6 = 11). Door: 10 - 11 = Destroyed!
Turn 2: Enemy has no cover. You can attack them directly.
🔫 Shooting THROUGH Cover
Homebrew: Penetration Rules
The CRB does not have a mechanic for shooting through cover. Cover is binary — you’re fully behind it (can’t be targeted) or you’re not. The section below is a homebrew option for GMs who want more tactical depth.
If your table uses this homebrew, thin cover can be penetrated:
- Roll attack vs target’s Evasion normally
- If you hit, damage is reduced by the cover’s SP (see table)
- You must know (or guess) where the target is
Homebrew Material SP Table
Material SP (Blocks Damage) Notes Plaster/Drywall 5 Office walls, apartments Thin Wood 5 Doors, furniture Thick Wood 10 Trees, heavy furniture Thin Metal 10 Car doors, appliances Thick Metal 15 Engine blocks, steel plates Bulletproof Glass 15 Bank windows, armored cars Thin Concrete 15 Interior walls Thick Concrete 20 Pillars, bunkers Thin Stone 15 Decorative walls Thick Stone 25 Building foundations
Example: Shooting Through a Wall (Homebrew)
Situation: You know enemy is behind a drywall (SP 5). You fire blindly.
Attack: You roll vs DV 17 (shooting blind, no perception) If you hit: Your 3d6 = 12 damage → 12 - 5 (wall SP) - 11 (enemy SP) = 0 HP
Thin cover blocks some damage but you CAN hit through it.
Blind Fire Penalty
Shooting at someone you can’t see = DV 17 (or +4 to their Evasion). You’re guessing where they are.
🤖 NPC Cover Tactics (GM Reference)
What should NPCs do against players in cover?
| NPC Intelligence | Cover Behavior |
|---|---|
| Mooks (low) | Keep shooting at cover until it breaks, or get frustrated and charge |
| Trained (medium) | Flank for line of sight, use grenades, or lay suppressive fire |
| Elite (high) | Coordinate flanking, destroy cover first, use smoke/flashbangs |
Recommended NPC Actions:
| Situation | NPC Action |
|---|---|
| Player behind wood/drywall | Shoot through it (SP 5-10 reduction) |
| Player behind concrete/metal | Flank OR destroy cover OR wait for pop-out |
| Player uses suppressive fire | Take cover themselves, wait it out |
| Stalemate behind cover | Lob grenade, force movement |
Keep Combat Moving
Standing cover fights get boring. Have NPCs flank, throw furniture, or threaten to “cook a grenade” to force players out.
Cover Hit Points
| Material | Thick HP | Thin HP |
|---|---|---|
| Steel | 50 | 25 |
| Stone | 40 | 20 |
| Bulletproof Glass | 30 | 15 |
| Concrete | 25 | 15 |
| Wood | 20 | 10 |
| Plaster/Foam/Plastic | 15 | 5 |
Cover Restrictions
- Thick cover is too heavy to move without BODY 10+ or special equipment.
- Steel cover cannot be damaged by Brawling or Martial Arts attacks unless the attacker has a Cyberarm or BODY 10+.
Common Cover
| Object | Material | HP |
|---|---|---|
| Bank Vault Door | Thick Steel | 50 |
| Engine Block | Thick Steel | 50 |
| Hydrant | Thick Steel | 50 |
| Shipping Container | Thick Steel | 50 |
| Boulder | Thick Stone | 40 |
| Bank Window Glass | Thick BP Glass | 30 |
| Car Door | Thin Steel | 25 |
| Metal Door | Thin Steel | 25 |
| Refrigerator | Thin Steel | 25 |
| Data Term | Thick Concrete | 25 |
| Utility Pole | Thick Concrete | 25 |
| Bar | Thick Wood | 20 |
| Tree | Thick Wood | 20 |
| Log Cabin Wall | Thick Wood | 20 |
| Statue | Thin Stone | 20 |
| Office Wall | Thick Plaster | 15 |
| Sofa | Thick Plaster | 15 |
| BP Windshield | Thin/Thick BP Glass | 15/30 |
| Prison Visitation Glass | Thin BP Glass | 15 |
| Overturned Table | Thin Wood | 10 |
| Wooden Door | Thin Wood | 10 |
| Wardrobe | Thin Wood | 10 |
| Office Cubicle | — | 0 |
| Regular Windshield | — | 0 |
💥 Destroying Cover
You can attack a 2m × 2m section of cover directly.
Example: Shooting Their Cover
Enemy behind a wooden door (10 HP).
Shot 1: Assault Rifle, 5d6 = 18 damage Door: 10 - 18 = Destroyed!
Now they have no cover. Next shot hits THEM.
Explosives Love Cover
Grenade launchers and rockets damage 10m × 10m. One grenade can destroy cover for your whole team.
💣 Explosives vs. Cover
The Full Damage Rule
If an explosive would destroy cover, the target takes FULL explosive damage — not the leftover!
Example: Grenade vs. Cover
Enemy behind thin wood (10 HP). You throw a grenade.
Grenade damage: 6d6 = 22
If Cover Survives If Cover Destroyed 22 < cover HP 22 > 10 HP ✓ Target takes: 0 Target takes: 22 (minus personal SP) The cover exploded WITH the grenade. They get the full blast.
🛡️ Shields
Portable cover you can carry.
| Shield Type | HP | Cost | Notes |
|---|---|---|---|
| Bulletproof Shield | 10 | 100eb | Transparent polycarbonate |
| Corpse Shield | BODY | Free | ”Previously a person” |
Using a Shield
- Requires one hand (can’t use that hand for anything else)
- You’re considered in cover while wielding
- When attacked, you can interpose (put the shield in the way)
- If you interpose → you cannot dodge that attack
- Shield takes full damage to HP
- At 0 HP → shield destroyed
- Equipping/Dropping costs an Action
Example: Shield in Combat
You hold a Bulletproof Shield (10 HP). Enemy fires, hits for 14.
You interpose:
- Shield takes the entire attack to its HP → 10 - 14 = Destroyed!
- You take: 0 damage (shield absorbed the full hit)
If the shot had been 8 damage:
- Shield takes 8 → HP drops to 2
- You take: 0 damage
Next attack — shield is gone, you’re exposed!
😈 Armor & Cover Tricks
Things Players Often Forget
| Tactic | How | Why |
|---|---|---|
| Shoot their cover | Target cover, not person | Destroy it, then hit them |
| Explosives bypass | Grenade where they’re hiding | If cover dies, they take full damage |
| Ablation tracking | Write SP in pencil | Armor degrades fast |
| Head armor! | Buy a helmet | Headshots are ×2 damage |
| Flank for line of sight | Move to see behind cover | Cover only works if you can’t be seen |
| Create cover | Flip tables, park cars | Environment is cover too |
| Corpse shields | Dead enemies = free cover | BODY HP of cover |
| Repair armor | Tech + Downtime | Don’t fight at SP 3 |
❓ Quick Answer Reference
Does armor stack?
No! Only the highest SP counts. Kevlar under Armorjack = 11 SP, not 18.
Does melee ablate armor?
Yes! If melee damage penetrates, armor ablates by 1 SP (same as ranged).
Can I shoot through walls?
Yes! Thin materials (drywall, wood) can be shot through. Roll Attack vs Evasion (with blind fire penalty DV 17 if you can’t see them). Damage is reduced by the wall’s SP. But you’re guessing where they are.
Does Subdermal Armor stack with worn armor?
No! Cyberware armor doesn’t stack with worn armor. Use higher SP.
What if cover partially protects me?
No partial cover. Either they have line of sight (no cover) or they don’t (full cover). Move fully behind objects.
Can I repair armor mid-combat?
No. Armor repair requires downtime and a Tech skill check.
Do explosives damage people behind cover?
Only if the cover is destroyed. If cover survives, target takes 0 damage. If cover is destroyed by the blast, target takes FULL damage.
If NPCs shoot at my cover, can I evade?
No. They’re targeting the cover object, not you. The cover takes damage to its HP. You don’t dodge — the cover absorbs it. When the cover’s HP reaches 0, it’s destroyed and you’re exposed.
If I'm in cover and someone shoots at ME, can I evade?
Only if you’re exposed. If you’re fully behind cover, they CAN’T target you (they must target the cover). If you pop out to attack or they flank you, THEN you can evade normally.
Does cover provide SP like armor?
No — cover provides HP, not SP. Cover blocks attacks entirely (you can’t be targeted). It’s not like armor where damage “goes through minus SP.” Exception: shooting THROUGH thin cover uses cover SP.
Should NPCs shoot at cover or walk around it?
Depends on intelligence. Mooks shoot at cover. Trained guards flank or use grenades. Elites coordinate. See “NPC Cover Tactics” section above.
🔗 Related Topics
- Combat — All combat rules
- Damage and Wounds — Taking damage
- Ranged Combat — Shooting
- Melee Combat — Human shields, grappling
(Source: Cyberpunk RED Core Rulebook, pp. 182-186)