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Editing Barrier Armor Rating

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[[File:Heavy Industrial Armor.jpg|190px|thumb|right|Heavy industrial armor]]
 
 
 
== Description ==
 
== Description ==
A unit's '''Barrier Armor Rating''' (or '''BAR''') is a statistic used to indicate how hardy a unit is on the battlefield. Armor types used on combat units, such as [[BattleMech]]s, [[tank|tank]]s, and [[aerospace fighter]]s, are automatically assumed to have a BAR of 10 because they have been constructed specifically for combat. Support units and civilian vehicles pressed into military service, however, are typically not as well armored as their combat-oriented counterparts. The "armor" used by civilian and support vehicles is designed to protect them from everyday wear and tear rather than incoming missiles. The BAR provides a means to reflect the increased fragility of noncombat units in a combat area.
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A unit's '''Barrier Armor Rating''' (or '''BAR''') is a statistic used to indicate how hardy a unit is on the battlefield. Armor types used on Combat units like [[BattleMech]]s, [[Tank|tank]]s, and [[AeroSpace Fighter]]s are automatically assumed to have a BAR of 10 because they have been constructed specifically for combat. Support units and civilian vehicles pressed into military service however, are typically not as well armored as their combat-oriented counterparts. The "armor" used by civilian and support vehicles is designed to protect them from everyday wear and tear rather than incoming missiles. The BAR provides a means to reflect the increased fragility of non-combat units in a combat area.
  
Basically any unit that is not built on an [[Armored Chassis]] with BAR 10 armor hit by a weapon that inflicts more damage than its BAR will need to check for a critical hit, even if the weapon did not damage internal structure.<ref>''Total Warfare'', p. 206: "Modifications"</ref> So a [[Silverfin]] coastal cutter (BAR 7) hit by a [[PPC]] blast will have to check to see if it sustains a critical hit as the artificial lightning leaks through a small gap in the armor plating.
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Basically any unit that is not built on an [[Armored Chassis]] hit by a weapon that inflicts more damage than its BAR will need to check for a critical hit, even if the weapon did not damage internal structure.<ref>''Total Warfare'', p. 206, "Armor-Piercing Ammunition"</ref> So a [[Silverfin]] coastal cutter (BAR 7) hit by a [[PPC]] blast will have to check to see if it sustains a critical hit as the artificial lightning leaks through a small gap in the armor plating.
  
 
== IndustrialMech Armor ==
 
== IndustrialMech Armor ==
IndustrialMech armor was introduced in [[2439]] by the [[Terran Hegemony]].<ref name="TMp205">''TechManual'', p. 205: "Armor - Industrial Armor"</ref> Like their military cousins, [[IndustrialMech]]s mount armor in sheets weighing a full ton or half ton. Unlike BattleMechs, IndustrialMechs are not usually designed for combat, and may have been built with armor that has a Barrier Armor Rating of less than 10. IndustrialMechs can only mount a few armor types, none of them advanced.<ref name="TMp72">''TechManual'', p. 72: "IndustrialMech Armor Table"</ref>
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IndustrialMech armor was introduced in [[2439]] by the [[Terran Hegemony]].<ref name="TMp205">''TechManual'', p. 205, "Armor - Industrial Armor"</ref> Like their military cousins, [[IndustrialMech]]s mount armor in sheets weighing a full ton or half ton. Unlike BattleMechs, IndustrialMechs are not usually designed for combat, and may have been built with armor that has a Barrier Armor Rating of less than 10. IndustrialMechs can only mount a few armor types, none of them advanced.<ref name="TMp72">''TechManual'', p. 72, "IndustrialMech Armor Table"</ref>  
  
* '''Heavy Industrial''' armor is functionally the same as standard BattleMech armor, with a stated BAR of 10.
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* '''Heavy Industrial''' armor is functionally the same as BattleMech armor, with a stated BAR of 10.
* '''Industrial''' armor also has a BAR of 10, but only offers 67% points per ton that Heavy Industrial armor does. Industrial armor is functionally the same as the [[Primitive Armor]] used by the first BattleMechs.
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* '''Industrial''' armor also has a BAR of 10, but only offers 67% points per ton that Heavy Industrial armor does. Industrial armor is very similar to [[Primitive Armor]] used by the first BattleMechs.
 
* '''Commercial''' armor offers 50% more protection per ton of weight, but only has a BAR of 5.
 
* '''Commercial''' armor offers 50% more protection per ton of weight, but only has a BAR of 5.
  
 
== Support Vehicle Armor ==
 
== Support Vehicle Armor ==
Due to the wide variety of vehicle chassis, armor types, and industrial capacity, [[support vehicle]]s have a variable BAR that depends on the designer's choices.<ref name"TMp134">''TechManual'', p. 134: "Support Vehicle Armor Table"</ref>
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Due to the wide variety of vehicle chassis, armor types, and industrial capacity, [[support vehicle]]s have a variable BAR that depends on the designer's choices.<ref name"TMp134">''TechManual'', p. 134, "Support Vehicle Armor Table"</ref>
  
 
==Infantry Armor==
 
==Infantry Armor==
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Melee/Ballistic/Energy/Explosion
 
Melee/Ballistic/Energy/Explosion
  
A higher number means higher resistance against that type of weaponry. Infantry armor rarely can completely protect the user, even if the BAR rating significantly outclasses the AP factor of the weapon being fired at it. All infantry will take at least ''some'' damage as a result of being hit.<ref>''A Time of War'', pp. 185–188</ref> For each "point" a weapon's BAR penetrating factor is below the BAR of the armor, the effective "body damage" (and final armor penetrating value) is reduced by the difference.
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A higher number means higher resistance against that type of weaponry. Infantry armor rarely can completely protect the user, even if the BAR rating significantly outclasses the AP factor of the weapon being fired at it. All infantry will take at least ''some'' damage as a result of being hit.<ref>''A Time of War'' p. 185-188</ref> For each "point" a weapon's BAR penetrating factor is below the BAR of the armor, the effective "body damage" (and final armor penetrating value) is reduced by the difference.
  
 
===Melee===
 
===Melee===
Melee BAR is applicable to most types of handheld melee weapons, such as knives, axes, ''katanas'' and other "stabby, slashy things" including the [[Vibroblade]] and its variants, as well as blunt objects, like clubs that would usually be applied against the user in a hand to hand fight. Most armor types are not designed for this type of combat, and as a result, most armor has a melee BAR below other ratings. The only notable exception to this being actual (usually replica, though modern variants are still made) suits of armor.
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Melee BAR is applicable to most types of handheld melee weapons, such as knives, axes, katanas and other "stabby, slashy things" including the [[Vibroblade]] and it's variants, as well as blunt objects, like clubs that would usually be applied against the user in a hand to hand fight. Most armor types are not designed for this type of combat, and as a result, most armor has a melee BAR below other ratings. The only notable exception to this being actual (usually replica, though modern variants are still made) suits of armor.
  
 
===Ballistic===
 
===Ballistic===
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===Explosive===
 
===Explosive===
Explosion protection. With certain rare exceptions, most armor types fare poorly against explosive shock, for the user. In general, armor types with better ballistic resistance fare better against explosions. The only notable exception to this rule, being the [[Riot Shield]] and its heavier equivalents.
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Explosion protection. With certain rare exceptions, most armor types fare poorly against explosive shock, for the user. In general, armor types with better ballistic resistance fare better against explosions. The only notable exception to this rule, being the [[Riot Shield]] and it's heavier equivalents.
  
 
===Special===
 
===Special===
Most types of armor won't have a field for this explicitly stated. Instead, there are specific special use cases for when something needs to be checked against special BAR. These specific cases vary, from resistance to a flashbang, or determining whether or not a [[Hostile Environment Suit]] is enough to handle the environment the operator is in. Most articles of armor have a set type of BAR for special cases as separate notes.
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Most types of armor won't have a field for this explicitly stated. Instead, there are specific special use cases for when something needs to be checked against special BAR. These specific cases vary, from resistance to a flashbang, or determining whether or not an [[Hostile Environment Suit]] is enough to handle the environment the operator is in. Most articles of armor have a set type of BAR for special cases as separate notes.
  
 
==BAR Analogues==
 
==BAR Analogues==
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{| border="1" frame="box" cellspacing="1" cellpadding="5"
 
{| border="1" frame="box" cellspacing="1" cellpadding="5"
! BAR Rating<ref>''A Time of War'', p. 187</ref>
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! BAR Rating
 
! Material Analogue
 
! Material Analogue
 
|-
 
|-
 
| 0
 
| 0
| Paper/Cloth Banner, Paperback Book, Key Card
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| Paper/Cloth Banner, Paperback Book, Keycard
 
|-
 
|-
 
| 1
 
| 1
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| 10
 
| 10
 
| Ship External Bulkhead; Solid Rock; BattleMech Armor
 
| Ship External Bulkhead; Solid Rock; BattleMech Armor
|}
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|}<ref>''A Time Of War'' p. 187</ref>
  
 
== References ==
 
== References ==
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== Bibliography ==
 
== Bibliography ==
 
* ''[[TechManual]]''
 
* ''[[TechManual]]''
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* ''[[Total Warfare]]''
 
* ''[[A Time of War]]''
 
* ''[[A Time of War]]''
* ''[[Total Warfare]]''
 
  
  
 
[[Category: Armor]]
 
[[Category: Armor]]
 
[[Category: Technology]]
 
[[Category: Technology]]

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