In all the Traveller incarnations that I can think of, flex armor stops at TL-8
or 9. From there combat and battle armor are introduced and get all the
attention. But in most versions of the game, civilians aren't allowed to have
combat armor; it's restricted to military personnel. I'm not sure if mercenaries
get a pass or not. And in a couple versions of Traveller, even wearing flex
armor is prohibited for civilians past a modest law level.
While it can be argued that no sane game designer or GM expects players to sit idly by and not demand combat armor, so no one bothered to delve any further into this line of armor. But giving in too soon can lead the game down to munchkinism. And shouldn't the GM be able to equip non-military personnel (law enforcement, spies, private security firms, etc.) with better armor?
And aside from that, as scientists create new and improved materials shouldn't these improvements continue to show up in flex armor?
I expanded some tables in a spreadsheet (Chris Griffen's old "Personal Armor Design Sheet") to incorporate new materials with improved armor value. In a nutshell, here's what I came up with (TNE stats):
|9||1.25||Modified Ballistic Weave||125|
|12||1.5||Light Synthetics (Half the weight)||250|
|14||2||Coherent Synthetics—Lite (Half the weight)||300|
|14||2.5||Coherent Synthetics—Heavy (Regular weight)||350|
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