Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Reactive
Type (Category):  Armor (Other)
Technology:  Inner Sphere, Clan
Available To:  BattleMechs
Reference:  Tactical Operations (p. 282)

Description:
An anti-ballistic variant of ferro-fibrous armor, reactive armor (also known as Blazer armor) uses a series of micro-explosive charges to reduce all damage from shaped-charge-type weapons such as missiles, mortars and artillery weapons. The resulting armor also boasted anti-armor-piercing capabilities, negating some of the newer weapons being developed even then. Unfortunately, reactive armor’s inability to reduce the effects of other weapons fire or physical damage—coupled with the occasional hazard of runaway explosions caused by seemingly minor hits—has prevented this armor from reaching full-scale production.

Game Rules:
Reactive Armor reduces all damage from explosive-type weapons such as missiles, mortars and artillery weapons by half (rounded down, to a minimum of 1 point per hit). Physical attacks, as well as attacks using energy weapons, autocannons, Gauss weapons or other weapons deliver their normal damage and effects to the target, but any weapons that rely on an armor-piercing effect, such as Armor-Piercing Ammo, Tandem-Charge Missiles, or Tasers lose any special armor-penetrating abilities if they strike a location protected by Reactive Armor. Excess damage beyond the armor’s capacity affects internal structure or structural integrity per the normal rules for the location’s structure type.

In addition to the above rules, any penetrating or “floating” critical hits to a Reactive Armor critical slot not only roll the critical hit again as usual, but also require a second 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).

Battle armor-grade Reactive Armor conveys all of the bonuses but features none of the drawbacks.

Construction Rules:
May be mounted on any available unit type in accordance with the unit’s standard construction rules.
Inner Sphere Data
Prototype Date:  3063
Production Date:  ~3081
Extinction Date:  —
Recovery Date:  —

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat (Aero)
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
– (–)
– (–)
– (–)
E
X-X-F-E
30,000xAT
*
14*
x1.5
* See rules for this equipment
AT = Armor Tonnage

Additional Construction Rules
The following construction rules extend the ones previously listed and are applicable for this technology base:
 Requires a total of fourteen critical slots to be allocated across all locations
 If used as patchwork armor, two critical slots must be allocated in each location designated

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3063
~3080
Experimental
~3081
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Reactive Armor

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Reactive Armor (RCA)
A unit with reactive armor is resistant to damage from explosive ordnance, particularly those delivered by artillery and missile weaponry. If a unit with this special is struck by damage from any area-effect attack, or by any attacking using the ART, BOMB, MSL, or FLK specials, reduce the damage from these attacks by half before applying it (rounding down). For any attack against a unit with reactive armor by a unit with the IF, LRM, or SRM specials, reduce the amount of attack’s damage by half of the LRM or SRM special’s value at the appropriate range (rounding up). If reactive armor reduces damage below 1 point, treat the attack as delivering 1 point.

Note that this damage reducing effect even covers general attacks by units that possess such abilities, so if a unit that can deliver 4 points of damage at Short range attacks a target with reactive armor, and the attacker has the SRM 2/2 special, the damage delivered is 3 points (4 points total – (2 ÷ 2) = 3).

MTF Output → Critical Slot:  Reactive
PDF Output → Critical Slot:  Reactive
PDF Output → Armor Diagram:  RE
Clan Data
Prototype Date:  3065
Production Date:  ~3081
Extinction Date:  —
Recovery Date:  —

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat (Aero)
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
– (–)
– (–)
– (–)
F
X-X-F-E
30,000xAT
*
7*
x1.5
* See rules for this equipment
AT = Armor Tonnage

Additional Construction Rules
The following construction rules extend the ones previously listed and are applicable for this technology base:
 Requires a total of seven critical slots to be allocated across all locations
 If used as patchwork armor, one critical slot must be allocated in each location designated

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3065
~3080
Experimental
~3081
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Reactive Armor

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Reactive Armor (RCA)
A unit with reactive armor is resistant to damage from explosive ordnance, particularly those delivered by artillery and missile weaponry. If a unit with this special is struck by damage from any area-effect attack, or by any attacking using the ART, BOMB, MSL, or FLK specials, reduce the damage from these attacks by half before applying it (rounding down). For any attack against a unit with reactive armor by a unit with the IF, LRM, or SRM specials, reduce the amount of attack’s damage by half of the LRM or SRM special’s value at the appropriate range (rounding up). If reactive armor reduces damage below 1 point, treat the attack as delivering 1 point.

Note that this damage reducing effect even covers general attacks by units that possess such abilities, so if a unit that can deliver 4 points of damage at Short range attacks a target with reactive armor, and the attacker has the SRM 2/2 special, the damage delivered is 3 points (4 points total – (2 ÷ 2) = 3).

MTF Output → Critical Slot:  Reactive
PDF Output → Critical Slot:  Reactive
PDF Output → Armor Diagram:  RE