Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Vehicular Stealth
Type (Category):  Armor (Core)
Reference:  Tactical Operations: Advanced Units & Equipment (p. 94)

Description:
Shortly before the start of the Word of Blake Jihad, Capellan engineers began to adapt their groundbreaking stealth armor for use on Combat Vehicles and aerospace forces as well as BattleMechs. The onset of the Jihad and the predations of the Federated Suns and the Word of Blake have disrupted full-scale production of this armor.

Game Rules:
Finally adapted for use in vehicles and fighters, Vehicle Stealth Armor offers the same capabilities as BattleMech Stealth Armor, with the same requirements and drawbacks, including the need for a functioning ECM suite (of any type) and the heat generation for operating the system. Vehicles and conventional fighters do not require fusion engines or power amplifiers to mount Vehicle Stealth Armor, but do require heat sinks to contend with the heat costs of using the system.

Aerospace fighters with Vehicle Stealth Armor do not receive stealth benefits when operating above the space/atmosphere interface on the space map if they expend any Thrust Points during the turn. When landed, operating in atmosphere, or when operating in space without expending Thrust, the range modifiers to hit an aerospace unit equipped with active vehicular stealth armor apply as they do for ground units (adding a +1 modifier at medium range, and +2 at long or extreme range).
Unit Type Availability
Combat Vehicles
Inner Sphere Data (Combat Vehicles)
Prototype Date:  3067
Production Date:  3084
Extinction Date:  
Recovery Date:  

Combat Vehicle Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 If used as patchwork armor, one critical slot must be allocated in each location designated

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
E
X-X-F-E
50,000xAT
*
2*
x1.0
* See rules for this equipment
AT = Armor Tonnage

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3067
3083
Experimental
3084
3144
Advanced
3145
Standard

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

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Stealth (STL)
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.

MegaMek Output → Critical Slot:  IS Vehicular Stealth