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Difference between revisions of "Reactive Armor"

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m (Noting, time has moved on and the armor isn't experimental anymore. Removing the notation as being experimental.)
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[[File:Reactive.png|200px|right|thumb|Reactive armor]]
 
[[File:Reactive.png|200px|right|thumb|Reactive armor]]
 
==Description==
 
==Description==
'''Reactive Armor''' (sometimes called '''Blazer Armor''') is an [[Experimental Technology|experimental armor]] that uses a series of microscopic explosions to reduce the effects of explosive weapons fire like [[missile]]s, [[artillery]], and [[mortar]]s. When these weapons hit a unit with Reactive Armor protecting the area, the damage is reduced by 50%. The microscopic explosives embedded in the armor redirect the force of the weapon away from the protected unit. This force redirect also reduces the armor-piercing effects of [[Tandem-Charge Missiles]], [[Armor-Piercing]] autocannon ammunition, and [[BattleMech Taser]] spikes.<ref>''Tactical Operations'', p. 282</ref>
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'''Reactive Armor''' (sometimes called '''Blazer Armor''') type of specialized armor that uses a series of microscopic explosions to reduce the effects of explosive weapons fire like [[missile]]s, [[artillery]], and [[mortar]]s. When these weapons hit a unit with Reactive Armor protecting the area, the damage is reduced by 50%. The microscopic explosives embedded in the armor redirect the force of the weapon away from the protected unit. This force redirect also reduces the armor-piercing effects of [[Tandem-Charge Missiles]], [[Armor-Piercing]] autocannon ammunition, and [[BattleMech Taser]] spikes.<ref>''Tactical Operations'', p. 282</ref>
  
 
Though effective against missiles and artillery, the armor is no more effective than standard armor against other weapon types and physical damage.<ref>''Tactical Operations'', p. 282, Reactive Armor takes standard damage from energy and ballistic weapons.</ref> In addition there have been several cases where lucky weapon fire has initiated an armor explosion, stripping the Reactive Armor away from the protected location, leaving the unit extremely vulnerable.<ref>''Tactical Operations'', p. 282 - "...any a penetrating or 'Floating' critical hit to a Reactive Armor location requires an additional 2D6 roll. (Against a non-’Mech unit, this occurs any time the unit suffers a critical hit of any kind to a location still protected by Reactive Armor.) If this roll yields a 2, all remaining armor in the location (including front and back in the event of torso hits) is destroyed and the internal structure in that location suffers an additional 1 point of damage (with additional critical hit effects checked as normal)."</ref> Another drawback to the armor is its bulk: Reactive Armor occupies as much space on a chassis as standard [[Ferro-Fibrous Armor]], but only provides as much protection as standard 'Mech armor.<ref>''Tactical Operations'', p. 280, "Advanced Armor Table" shows Reactive Armor provides 16 points per ton, occupies either 14 (Inner Sphere) or 7 (Clan) critical slots.</ref>
 
Though effective against missiles and artillery, the armor is no more effective than standard armor against other weapon types and physical damage.<ref>''Tactical Operations'', p. 282, Reactive Armor takes standard damage from energy and ballistic weapons.</ref> In addition there have been several cases where lucky weapon fire has initiated an armor explosion, stripping the Reactive Armor away from the protected location, leaving the unit extremely vulnerable.<ref>''Tactical Operations'', p. 282 - "...any a penetrating or 'Floating' critical hit to a Reactive Armor location requires an additional 2D6 roll. (Against a non-’Mech unit, this occurs any time the unit suffers a critical hit of any kind to a location still protected by Reactive Armor.) If this roll yields a 2, all remaining armor in the location (including front and back in the event of torso hits) is destroyed and the internal structure in that location suffers an additional 1 point of damage (with additional critical hit effects checked as normal)."</ref> Another drawback to the armor is its bulk: Reactive Armor occupies as much space on a chassis as standard [[Ferro-Fibrous Armor]], but only provides as much protection as standard 'Mech armor.<ref>''Tactical Operations'', p. 280, "Advanced Armor Table" shows Reactive Armor provides 16 points per ton, occupies either 14 (Inner Sphere) or 7 (Clan) critical slots.</ref>
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[[Category:Technology]]
 
[[Category:Technology]]
 
[[Category:Experimental Technology|Armor, Reactive]]
 
[[Category:Experimental Technology|Armor, Reactive]]
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[[Category:Advanced Technology|Armor, Reactive]]

Revision as of 22:41, 22 November 2013

Reactive armor

Description

Reactive Armor (sometimes called Blazer Armor) type of specialized armor that uses a series of microscopic explosions to reduce the effects of explosive weapons fire like missiles, artillery, and mortars. When these weapons hit a unit with Reactive Armor protecting the area, the damage is reduced by 50%. The microscopic explosives embedded in the armor redirect the force of the weapon away from the protected unit. This force redirect also reduces the armor-piercing effects of Tandem-Charge Missiles, Armor-Piercing autocannon ammunition, and BattleMech Taser spikes.[1]

Though effective against missiles and artillery, the armor is no more effective than standard armor against other weapon types and physical damage.[2] In addition there have been several cases where lucky weapon fire has initiated an armor explosion, stripping the Reactive Armor away from the protected location, leaving the unit extremely vulnerable.[3] Another drawback to the armor is its bulk: Reactive Armor occupies as much space on a chassis as standard Ferro-Fibrous Armor, but only provides as much protection as standard 'Mech armor.[4]

Clan Discovery

The armor was developed by the Draconis Combine in 3063, but Clan Ghost Bear captured several samples during the Combine-Ghost Bear War. The Bear's Scientist caste was able to reverse-engineer the armor and put it into limited production two years later.[5]

Revival and Innovation

The armor would be later enter more expansive production by 3081, being reclassified as Advanced Technology.[6] By the 32nd Century would was used on a number of BattleMechs and combat vehicles. The development of Ballistic-Reinforced Armor during the middle 32nd Century would use the Reactive Armor and Hardened Armor as the basis for its combined effectiveness.[7]

References

  1. Tactical Operations, p. 282
  2. Tactical Operations, p. 282, Reactive Armor takes standard damage from energy and ballistic weapons.
  3. Tactical Operations, p. 282 - "...any a penetrating or 'Floating' critical hit to a Reactive Armor location requires an additional 2D6 roll. (Against a non-’Mech unit, this occurs any time the unit suffers a critical hit of any kind to a location still protected by Reactive Armor.) If this roll yields a 2, all remaining armor in the location (including front and back in the event of torso hits) is destroyed and the internal structure in that location suffers an additional 1 point of damage (with additional critical hit effects checked as normal)."
  4. Tactical Operations, p. 280, "Advanced Armor Table" shows Reactive Armor provides 16 points per ton, occupies either 14 (Inner Sphere) or 7 (Clan) critical slots.
  5. Tactical Operations, p. 282
  6. Technical Readout: Prototypes, p. 206 JIHAD TECHNOLOGY ADVANCEMENT TABLE - Reactive Armor is reclassified as Advanced Technology.
  7. Era Report: 3145, p. 120 Ballistic-Reinforced Armor - Reactive Armor is one two components the B-R is based on.

Bibliography