Difference between revisions of "Reactive Armor"
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'''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 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.<ref>''Tactical Operations'', p. 282</ref> | '''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 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.<ref>''Tactical Operations'', p. 282</ref> | ||
Revision as of 18:25, 12 February 2011
Description
Reactive Armor (sometimes called Blazer Armor) is an experimental 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]
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]
References
- ↑ Tactical Operations, p. 282
- ↑ Tactical Operations, p. 282, Reactive Armor takes standard damage from energy and ballistic weapons.
- ↑ 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)."
- ↑ 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.
- ↑ Tactical Operations, p. 282