Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Laser Reflective
Type (Category):  Armor (Core)
Reference:  Tactical Operations: Advanced Units & Equipment (p. 92)

Description:
Workers at Coventry Metal Works accidentally “discovered” a potentially effective form of laser-reflective armor (also known as glazed or “reflec” armor) while working on a batch of ferro-fibrous armor. The resulting high-gloss alloy sharply reduced the effects of laser and flamer fire, but initially proved over-sensitive to the localized subsurface heating effects of particle cannon fire. Later prototypes eventually worked this out, but little headway has been made against the armor’s brittleness, which scarcely protects against specialized armor-defeating munitions and shatters easily in the face of collisions, physical attacks, and other broad-surface damage such as artillery blasts.

Game Rules:
Laser Reflective Armor reduces all damage and heat effects from flamers, lasers, PPCs, plasma weapons and energy-based infantry weapons by half (rounded down, to a minimum of 1 point of damage and/or heat; infantry lasers halve their total damage before resolving hit locations normally).

Because the armor is more brittle than usual, however, damage from falls, physical attacks, and moving through building walls is doubled against locations protected by it. In addition, damage from area effect weapons (such as artillery) is doubled against locations protected by Laser Reflective Armor.

For aerospace units, damage to a location protected by Laser Reflective Armor is also doubled for a failed Control Roll that would normally cause damage to that location involving any of the following events: entering a space/atmosphere interface hex; launching and recovering; landing and take-off; and ramming attacks. In addition, damage from area effect weapons (such as artillery) is doubled against locations protected by Laser Reflective Armor.

Also, armor-piercing weapons such as Armor-Piercing Ammo, Tandem-Charge Missiles, and Tasers receive a +2 modifier on their armor-piercing effects rolls (Critical Hit checks for AP Ammo and Tandem-Charge Missiles; Taser Effects for ’Mech and Battle Armor Tasers) for any successful attack against a location protected by Laser Reflective Armor. Against all other weapon types, Laser Reflective Armor behaves normally.

Excess damage beyond the armor’s capacity affects internal structure or structural integrity per the normal rules for the location’s structure type.

Battle armor-grade Laser Reflective Armor conveys all of the bonuses but features none of the drawbacks.
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Inner Sphere Data (BattleMechs)
Prototype Date:  3058
Production Date:  ~3080
Extinction Date:  
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 Requires a total of ten critical slots to be allocated across all locations
 If used as patchwork armor, two critical slots must be allocated in each location designated

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
– (–)
– (–)
E
X-X-F-E
30,000xAT
*
10*
x1.5
* See rules for this equipment
AT = Armor Tonnage

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3058
~3079
Experimental
~3080
Advanced

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

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Reflective Armor (RFA)
A unit with reflective armor is resistant to damage from energy weapons, including flamers, but is much more susceptible to physical attacks, area-effect weapons, and armor-penetrating hits. If a unit with this special is struck by an air-to-ground strafing attack, or by a weapon attack by a unit with the ENE special, or by an attack using the HT special, reduce this damage (or heat) by half before applying it. (Round this damage down, to a minimum of 1 point of damage or heat applied from that attack type.)

If, on the other hand, a unit with this ability suffers damage from any physical attack, an area-effect attack, or by any attack using the ART, BOMB, FLK, or MSL specials, double the damage applied by that attack.

For all other attacks against a unit with reflective armor, reduce the total damage applied by 1 point (to a minimum of 1 point).

Finally, all critical hits suffered by a unit equipped with reflective armor apply a +2 modifier on the unit’s Critical Hits Table. Modified critical results of 13 or higher are treated as Engine Hits.

Note that this damage reducing (and increasing) effect even covers general attacks by such units that possess such abilities, so if a unit that can deliver 4 points of damage at Short range attacks a target ’Mech with reflective armor, and the attacker also has the HT2 special, the attack will deliver 3 points of damage (4 – 1 = 3), plus 1 point of heat (HT2 ÷ 2 = 1).

MegaMek Output → Critical Slot:  IS Reflective
Record Sheet Output → Critical Slot:  Laser Reflective
Record Sheet Output → Armor Diagram:  LR
Clan Data (BattleMechs)
Prototype Date:  3061
Production Date:  ~3080
Extinction Date:  
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
 Requires a total of five critical slots to be allocated across all locations
 If used as patchwork armor, one critical slot must be allocated in each location designated

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

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3061
~3079
Experimental
~3080
Advanced

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

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Reflective Armor (RFA)
A unit with reflective armor is resistant to damage from energy weapons, including flamers, but is much more susceptible to physical attacks, area-effect weapons, and armor-penetrating hits. If a unit with this special is struck by an air-to-ground strafing attack, or by a weapon attack by a unit with the ENE special, or by an attack using the HT special, reduce this damage (or heat) by half before applying it. (Round this damage down, to a minimum of 1 point of damage or heat applied from that attack type.)

If, on the other hand, a unit with this ability suffers damage from any physical attack, an area-effect attack, or by any attack using the ART, BOMB, FLK, or MSL specials, double the damage applied by that attack.

For all other attacks against a unit with reflective armor, reduce the total damage applied by 1 point (to a minimum of 1 point).

Finally, all critical hits suffered by a unit equipped with reflective armor apply a +2 modifier on the unit’s Critical Hits Table. Modified critical results of 13 or higher are treated as Engine Hits.

Note that this damage reducing (and increasing) effect even covers general attacks by such units that possess such abilities, so if a unit that can deliver 4 points of damage at Short range attacks a target ’Mech with reflective armor, and the attacker also has the HT2 special, the attack will deliver 3 points of damage (4 – 1 = 3), plus 1 point of heat (HT2 ÷ 2 = 1).

MegaMek Output → Critical Slot:  Reflective
Record Sheet Output → Critical Slot:  Laser Reflective
Record Sheet Output → Armor Diagram:  LR