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Weapon & Equipment Information
General Details
Name:  Armored Components
Type (Category):  Equipment (Enhancer)
Technology:  Inner Sphere, Clan
Available To:  BattleMechs (BM), IndustrialMechs (IM)
Reference:  Tactical Operations: Advanced Units & Equipment (p. 95)

Description:
Though battlefield systems are already built ruggedly enough for the stresses of modern combat, extensive testing with alternative compartmentalizing techniques has enabled engineers to further protect most of a ’Mech’s internal components against damage. Cost and weight issues, however, have prevented widespread production of this technology, as well as its expansion into non-’Mech fields.

Game Rules:
Each critical slot of an armored component can suffer one critical hit with no effect (a second critical hit to the same slot, however, delivers the same effects as a hit against a standard component). Armored components receive this benefit over all of the component’s slots.

Except for ammunition bins, explosive components (such as Gauss rifles) may be installed as armored components, and will explode only upon the second critical hit to a given slot. If an armored component explodes in a location protected by CASE, the CASE system will resolve the effects as per its normal rules.

When a slot suffers its first critical hit, draw a slash through the circle for that slot of the armored component. Upon a second hit to the same critical slot, draw a line through the item itself to indicate that it has been damaged as normal.

Armored shoulder and hip actuators that have not received a first critical hit also protect a ’Mech from a Limb Blown Off result on the Determining Critical Hits Table. In such a case, the appropriate shoulder or hip slot is treated as though it suffers its first critical hit, and will be destroyed on any subsequent critical hits to its location (a subsequent Limb Blown Off result also affects the unit as normal if an armored shoulder or hip has already suffered its first critical hit). No component armor can prevent a Blown Off result from happening to a ’Mech’s head.

Construction Rules:
May be mounted on any available unit type in accordance with the unit’s standard construction rules.
Inner Sphere Data
Prototype Date:  3061
Production Date:  3082
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
150,000xCS
+0.5**
0
*
* See rules for this equipment
** Adds to existing weapon or equipment
CS = Critical Slots

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3061
3081
Experimental
3082
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Armored Components

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Armored Components (ARM)
A unit with this ability ignores the first critical hit chance rolled against it during a single Alpha Strike scenario. The first time circumstances arise that would normally generate an opportunity for a critical hit (such as structure damage), the unit’s controlling player must strike off this ability as “spent” for the remainder of the scenario, and the attacker loses his first opportunity to roll for a critical hit.

Clan Data
Prototype Date:  3061
Production Date:  3077
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
150,000xCS
+0.5**
0
*
* See rules for this equipment
** Adds to existing weapon or equipment
CS = Critical Slots

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3061
3076
Experimental
3077
Advanced

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
Armored Components

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Armored Components (ARM)
A unit with this ability ignores the first critical hit chance rolled against it during a single Alpha Strike scenario. The first time circumstances arise that would normally generate an opportunity for a critical hit (such as structure damage), the unit’s controlling player must strike off this ability as “spent” for the remainder of the scenario, and the attacker loses his first opportunity to roll for a critical hit.