---
# System prepended metadata

title: Component-Driven Armor
tags: [Design, Ideas Guy]

---

# Component-Driven Armor
###### tags: `Ideas Guy` `Design`
## What

A system by which armor values are determined by components slotted into sections of, or added as lining to the entirety of, a set of clothing. Existing armor types would effectively either derive from a form of protection (ballistic plates, reflective, goliath scales, etc) and provide slots for the material to be inserted into at the appropriate armorer's bench/machine

## How

Each armor item would effectively have two types of components:

* Plating
    * Ballistic
        * IIIA (normal armor vest)
        * IV (Bulletproof armor/Riot Armor)
    * Composite
        * Hardsuits
        * Deathsquad/ERT/SolGov armor
    * Reflective Panel
        * Reflector Vest
        * Reflector Trenchcoat
    * Misc
        * Goliath Hide
        * Reactive Armor? (Explodes on impact!) [Plating that will nullify the damage of X number of explosives before needing replacement.]
* Lining/Coating (Up to 2 may be inserted in a single item)
    * Plasteel (Spaceproof)
    * Durathread (Shock protection)
    * Plastitanium (Fireproof & Spaceproof)
    * Ablative Resins (Not gibbed by explosives)
        * Alien resin?
    * Faraday Fiber (EMP & Shock protection)

The former, Plating, would slot into individual areas of an armor piece, while the latter applies to the _entire_ armor piece. Armors would define which areas they have slots for and which areas they protect with those slots, much like how existing armor works with flags, but with the flags indicating which areas should be looked up in the mapping of location to inserts.

Armorers bench should be a sewing-machine meets autolathe, wherein the plates can be manufactured, inserted, and existing armors repaired. Plates should have individual durability requiring them to be changed out.