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Type (Category): Armor (Core)
Technology: Inner Sphere
Available To: BattleMechs (BM), IndustrialMechs (IM)
Reference: TechManual (p. 206)
Based on an effort to recover the long-lost Star League-era null signature system, the Capellan Confederationís stealth armor technology is actually a complex system of heat baffles and layers of radar- and EM-absorbent materials thatówhile about as bulky as ferro-fibrous armoróprovides the same physical protection as standard armor. Limited exclusively to BattleMechs, this system requires the use of a Guardian ECM suite to function, but when activated, the íMech becomes virtually invisible to hostile sensors and EW devices. Radical in form and design, stealth armor can undermine even the abilities of active probes, though this system also scrambles its userís own targeting systems and traps a great deal of waste heat when active.
A íMech with the stealth armor system must also mount an ECM suite. When the stealth armor system is not engaged, the ECM suite functions normally. When the stealth armor system is engaged, the ECM does not function, but the íMech suffers effects as if in the radius of an enemy ECM suite. If the ECM suite is destroyed, the stealth armor system cannot function.
A player may turn the stealth armor system on or off during the End Phase of any turn. A íMech may also start the game with the system engaged; this must be indicated on the unitís record sheet.
While the system is engaged, attacks against a unit equipped with stealth armor receive additional to-hit modifiers of +1 at medium range and +2 at long range. In addition, a íMech with its stealth armor system engaged cannot be attacked as a secondary target.
Finally, while engaged, the stealth armor system generates 10 heat points per turn.
May be mounted on any available unit type in accordance with the unitís standard construction rules.
Inner Sphere Data
WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
* 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 two critical slots to be allocated in each of the Arms, Legs, and Side Torsos If used as patchwork armor, one critical slot must be allocated in each location designated RULES LEVEL PROGRESSION TABLE (BM)
RULES LEVEL PROGRESSION TABLE (IM)
ALPHA STRIKE WEAPON CONVERSION TABLE
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
MTF Output → Critical Slot:
Though various stealth systems exist in the BattleTech universe, the majority are similar enough in function that Alpha Strike does not distinguish between them. These systems make a target more difficult to hit with weapon attacks (but not physical attacks), based on the range and unit type being targeted.
For attacks made against non-infantry targets with the STL special, apply an additional +1 Target Number modifier to attacks at Medium range, and an additional +2 modifier at Long range (or greater).
For attacks made against battle armor targets with the STL special, apply an additional +1 Target Number modifier at Short and Medium range, and an additional +2 modifier at Long range (or greater).
A non-infantry unit with STL is (intentionally) blocking its own emissions with its ECM. Any non-infantry Stealth unit is affected as if in an enemy ECM field, and cannot affect other units with its own ECM. However, if using the ECM/ECCM optional rules, a unit with AECM may still generate a single field (ECCM only) while the Stealth is on.
Toggling Stealth: To avoid being affected by its own ECM, a non-infantry unit with STL may toggle off its Stealth special ability in the End Phase. Place a mark above or through the Stealth special ability to note that it is off. It may be toggled back on in any subsequent End Phase.
PDF Output → Critical Slot:
Stealth PDF Output → Armor Diagram: