Difference between revisions of "Armor"

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'''Armor''' is the material on the chassis of 'Mechs, Vehicles, Aerospace, and VTOLs that provides protection from enemy weapons fire.
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[[File:Ferro-Fibrous_Armor.png|thumb|150px|Cut Away View of Armor]] '''Armor''' is the material on the chassis of 'Mechs, Vehicles, Aerospace, and VTOLs that provides protection from enemy weapons fire.
 
==Overview==
 
==Overview==
[[File:Ferro-Fibrous_Armor.png|thumb|300px|Cut Away View of Armor]]
 
 
Armor is ablative in nature. This means that it is generally destroyed or blown off when hit, but in the process of doing so, it absorbs enormous energies, protecting the unit it is mounted on. While powerful blows will still rock a vehicle, there will be little, if any, internal damage as long as armor plating still remains.  
 
Armor is ablative in nature. This means that it is generally destroyed or blown off when hit, but in the process of doing so, it absorbs enormous energies, protecting the unit it is mounted on. While powerful blows will still rock a vehicle, there will be little, if any, internal damage as long as armor plating still remains.  
 
It effectively functions as 'health' or 'hitpoints', as reducing armor on a component to zero typically results in it being destroyed. [[MWLL]] follows tabletop rules regarding armor in general, although some adjustments are made for specific cases.
 
It effectively functions as 'health' or 'hitpoints', as reducing armor on a component to zero typically results in it being destroyed. [[MWLL]] follows tabletop rules regarding armor in general, although some adjustments are made for specific cases.
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==Mech==
 
==Mech==
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[[File:Mech_armor_diagram.png|150px||thumb|Right|Armor Sections of a Mech]]
 
Excepting the legs, when the armor of a 'Mech component reaches zero, it is destroyed. Legs function slightly differently; they have internal structure values tied to them. As this structure is damaged, the 'Mech will suffer heavily reduced mobility and turning rates. Once the internal structure of a leg reaches zero the leg is effectively destroyed, causing the 'Mech to fall over. Due to the way 'Mechs are implemented in MWLL and the limitations of CryEngine, once one leg is destroyed, the other can no longer be hit.
 
Excepting the legs, when the armor of a 'Mech component reaches zero, it is destroyed. Legs function slightly differently; they have internal structure values tied to them. As this structure is damaged, the 'Mech will suffer heavily reduced mobility and turning rates. Once the internal structure of a leg reaches zero the leg is effectively destroyed, causing the 'Mech to fall over. Due to the way 'Mechs are implemented in MWLL and the limitations of CryEngine, once one leg is destroyed, the other can no longer be hit.
  
 
Some 'Mechs like the [[Solitaire]], [[Chimera]] and [[Hollander II]] have asymmetrical armor distribution to protect their main weapon(s) or easier-to-hit side torso. This extra protection does not come for free: their other side torso is always less armored and can be destroyed more easily.
 
Some 'Mechs like the [[Solitaire]], [[Chimera]] and [[Hollander II]] have asymmetrical armor distribution to protect their main weapon(s) or easier-to-hit side torso. This extra protection does not come for free: their other side torso is always less armored and can be destroyed more easily.
  
Shooting a destroyed side torso will cause the damage to transfer to the centre torso. The amount of damage transferred depends on what engine the 'Mech has; [[Inner Sphere]] XLs suffer double damage, [[Clan]] XLs take 66% more, while 'Mechs with standard engines like the [[Atlas]] do not take any extra damage.
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Shooting a destroyed side torso will cause the damage to transfer to the centre torso. The amount of damage transferred depends on what engine the 'Mech has; [[Inner Sphere]] XLs suffer double damage, [[Clan]] XLs take 66% more, while 'Mechs with Standard (Std.) engines like the [[Atlas]] do not suffer any multiplier. Regardless of chassis symmetry, having mounted an [[Inner Sphere]] XL, [[Clan]] XL, or Std. Engine- you will always have to chew through more hit points to destroy the Center Torso going through a Side Torso, barring the exception of clever utilization of splash damage weapons. However, side torsos can be harder to hide by twisting depending on the Mech, and often hold weapons that will become disabled on destruction.  
  
 
If the rear torso is heavily damaged or destroyed, damage transfers to the centre torso with a x3 multiplier and the 'Mech loses half its maximum speed as well as some heat dissipation. This reflects the engine damage that can be dealt and also makes shooting the backs of 'Mechs much more effective.
 
If the rear torso is heavily damaged or destroyed, damage transfers to the centre torso with a x3 multiplier and the 'Mech loses half its maximum speed as well as some heat dissipation. This reflects the engine damage that can be dealt and also makes shooting the backs of 'Mechs much more effective.
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==Vehicles==
 
==Vehicles==
For all vehicles, their turrets are typically much more armored than the chassis itself. This provides an incentive to attack vehicles through their sides as opposed to focusing on their turret, which can be hit from any angle. When a vehicle loses a side, it will suffer loss of mobility or turn rate, depending on which area is lost. If the turret is destroyed, its traverse rate is severely degraded but the vehicle will not lose any weapons.
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[[File:Vehicle_armor_diagram.png|150px||thumb|Right|Armor Sections for Vehicles]]
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The turret for every vehicle is heavily armored, the Front panel will typically have the most armor of the panels, followed by either Left or Right panels having moderate armor, and the Back panel having the least armor. While it is quicker to focus fire on a weaker side or back panel, competent tank and hover pilots will rotate their chassis to hide their damaged panels as they wear out. While the turret is the most armored component, no amount of rotating can hide its visibility.  
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 +
When a vehicle loses a side, it will suffer loss of mobility or turn rate, depending on which area is lost. If the turret is destroyed, its traverse rate is severely degraded but the vehicle will not lose any weapons.
  
 
Any damage dealt to a destroyed area on a vehicle transfers damage to its internal structure. If internal structure reaches zero, the vehicle is destroyed.
 
Any damage dealt to a destroyed area on a vehicle transfers damage to its internal structure. If internal structure reaches zero, the vehicle is destroyed.
 +
 +
Hovercraft have most of their armor reinforcing their front panel, giving them some extra protection when peeking above terrain- however, this leaves their turrets only slightly more armored than either side panel.
 +
 +
Tanks and wheeled vehicles have most of their armor reinforcing their turret, having only slightly less armor than both of the side panels combined, making it extra important for tank drivers to keep their less-armored panels out of harms way.
 +
 +
The only exception to this is the [[Chevalier]], a wheeled light tank that is unable to rotate in place. Both its left, and right panel have the most armor, followed by its front panel, turret- and rear. This makes the vehicle durable in strafing runs against the enemy, but also makes it vulnerable against pilots with a steady hand to focus its lightly armored turret.
  
 
==Aerospace Fighters==
 
==Aerospace Fighters==
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[[File:Aerospace_armor_diagram.png|150px||thumb|Right|Armor Sections for Aerospace]]
 
Aerospace fighter (ASF) damage functions similarly to that of vehicles, except aerospace fighters have no internal structure; as soon as their Body hits zero, they are destroyed.
 
Aerospace fighter (ASF) damage functions similarly to that of vehicles, except aerospace fighters have no internal structure; as soon as their Body hits zero, they are destroyed.
  
Losing a wing causes weapon loss and a slight manuverability reduction -- the ASF is still airworthy with a destroyed wing, although it becomes much more vulnerable to being killed, as shots to a destroyed wing transfers damage to the body at a 3.0x rate, making it a viable tactic for defeating ASFs provided you can consistently hit the same wing.
+
Losing a wing causes weapon loss and a slight manuverability reduction -- the ASF is still airworthy with a destroyed wing, although it becomes much more vulnerable to being killed, as shots to a destroyed wing transfers damage to the body at a 3.0x rate, making it a viable tactic for defeating ASFs provided you can consistently hit the same wing. Like losing the arm of a mech, repairs will not restore a lost wing- making it a dangerous gamble to invest in reusing a wingless plane, instead of selling it.
  
 
Tail loss severely mitigates the ASF's ability to fly and strafe properly by limiting its ability to pitch up and down. Engine loss cuts the overall engine power of the ASF in half, which is highly detrimental to the ASF's combat performance.
 
Tail loss severely mitigates the ASF's ability to fly and strafe properly by limiting its ability to pitch up and down. Engine loss cuts the overall engine power of the ASF in half, which is highly detrimental to the ASF's combat performance.
  
 
If both the tail and engine are destroyed, the ASF is no longer airworthy and will be incapable of taking off after landing.
 
If both the tail and engine are destroyed, the ASF is no longer airworthy and will be incapable of taking off after landing.
 
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<br><br><br>
 
==VTOLs==
 
==VTOLs==
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[[File:vtol_armor_diagram.png|150px||thumb|Right|Armor Sections for VTOL]]
 
VTOL damage is analogous to that of ASFs, except in that tail or engine loss is typically fatal due to the effects losing either section has on the VTOL. Without either component, the VTOL's maneuverability or speed becomes so low that it is effectively a sitting duck.
 
VTOL damage is analogous to that of ASFs, except in that tail or engine loss is typically fatal due to the effects losing either section has on the VTOL. Without either component, the VTOL's maneuverability or speed becomes so low that it is effectively a sitting duck.
  

Revision as of 21:32, 28 April 2019

Cut Away View of Armor
Armor is the material on the chassis of 'Mechs, Vehicles, Aerospace, and VTOLs that provides protection from enemy weapons fire.

Overview

Armor is ablative in nature. This means that it is generally destroyed or blown off when hit, but in the process of doing so, it absorbs enormous energies, protecting the unit it is mounted on. While powerful blows will still rock a vehicle, there will be little, if any, internal damage as long as armor plating still remains. It effectively functions as 'health' or 'hitpoints', as reducing armor on a component to zero typically results in it being destroyed. MWLL follows tabletop rules regarding armor in general, although some adjustments are made for specific cases. Armor can be repaired at a Repair Bay or in some Mech Hangars at the cost of CBills.

Mech

Armor Sections of a Mech

Excepting the legs, when the armor of a 'Mech component reaches zero, it is destroyed. Legs function slightly differently; they have internal structure values tied to them. As this structure is damaged, the 'Mech will suffer heavily reduced mobility and turning rates. Once the internal structure of a leg reaches zero the leg is effectively destroyed, causing the 'Mech to fall over. Due to the way 'Mechs are implemented in MWLL and the limitations of CryEngine, once one leg is destroyed, the other can no longer be hit.

Some 'Mechs like the Solitaire, Chimera and Hollander II have asymmetrical armor distribution to protect their main weapon(s) or easier-to-hit side torso. This extra protection does not come for free: their other side torso is always less armored and can be destroyed more easily.

Shooting a destroyed side torso will cause the damage to transfer to the centre torso. The amount of damage transferred depends on what engine the 'Mech has; Inner Sphere XLs suffer double damage, Clan XLs take 66% more, while 'Mechs with Standard (Std.) engines like the Atlas do not suffer any multiplier. Regardless of chassis symmetry, having mounted an Inner Sphere XL, Clan XL, or Std. Engine- you will always have to chew through more hit points to destroy the Center Torso going through a Side Torso, barring the exception of clever utilization of splash damage weapons. However, side torsos can be harder to hide by twisting depending on the Mech, and often hold weapons that will become disabled on destruction.

If the rear torso is heavily damaged or destroyed, damage transfers to the centre torso with a x3 multiplier and the 'Mech loses half its maximum speed as well as some heat dissipation. This reflects the engine damage that can be dealt and also makes shooting the backs of 'Mechs much more effective.

Tables:

[Show/Hide]

Light Mechs
Mass
(tons)
Armor
(tons)
Total Armor
Points
Head Left
Torso
Center
Torso
Right
Torso
Back
Torso
Left
Arm
Right
Arm
Left
External
Right
External
Left
Leg
Right
Leg
Left Leg
Internal
Right Leg
Internal
Solitaire Prime 25 5.0 23968 1380 2955 3283 2134 1970 1395 1395 --- --- 2955 2955 1773 1773
Solitaire A 25 5.0 23968 1380 2955 3283 2134 1970 1395 1395 --- --- 2955 2955 1773 1773
Solitaire B 25 5.0 23968 1380 2955 3283 2134 1970 1395 1395 --- --- 2955 2955 1773 1773
Solitaire C 25 5.0 23968 1380 2955 3283 2134 1970 1395 1395 --- --- 2955 2955 1773 1773
Solitaire D 25 5.5 27897 1380 3469 3854 2505 2313 1638 1638 --- --- 3469 3469 2081 2081
Solitaire E 25 5.0 23968 1380 2955 3283 2134 1970 1395 1395 --- --- 2955 2955 1773 1773
Solitaire F 25 4.5 22006 1380 2698 2998 1949 1799 1274 1274 --- --- 2698 2698 1619 1619
Solitaire G 25 5.0 23968 1380 2955 3283 2134 1970 1395 1395 --- --- 2955 2955 1773 1773
Anubis Prime 30 5.5 27508 1380 2624 3749 2624 2249 2043 2043 --- --- 3374 3374 2024 2024
Anubis A 30 6.0 29143 1380 2788 3983 2788 2390 2171 2171 --- --- 3585 3585 2151 2151
Anubis B 30 6.0 29143 1380 2788 3983 2788 2390 2171 2171 --- --- 3585 3585 2151 2151
Anubis C 30 6.0 29143 1380 2788 3983 2788 2390 2171 2171 --- --- 3585 3585 2151 2151
Anubis D 30 6.0 29143 1380 2788 3983 2788 2390 2171 2171 --- --- 3585 3585 2151 2151
Anubis E 30 6.0 29143 1380 2788 3983 2788 2390 2171 2171 --- --- 3585 3585 2151 2151
Anubis F 30 6.0 29143 1380 2788 3983 2788 2390 2171 2171 --- --- 3585 3585 2151 2151
Anubis G 30 5.5 27508 1380 2624 3749 2624 2249 2043 2043 --- --- 3374 3374 2024 2024
Osiris Prime 30 6.0 29693 1380 2656 4086 2656 2451 2349 2349 --- --- 3677 3677 2206 2206
Osiris A 30 6.0 29693 1380 2656 4086 2656 2451 2349 2349 --- --- 3677 3677 2206 2206
Osiris B 30 6.0 28255 1380 2521 3878 2521 2327 2230 2230 --- --- 3490 3490 2094 2094
Osiris C 30 5.5 26031 1380 2312 3557 2312 2134 2045 2045 --- --- 3202 3202 1921 1921
Osiris D 30 5.5 26031 1380 2312 3557 2312 2134 2045 2045 --- --- 3202 3202 1921 1921
Osiris E 30 5.0 23811 1380 2104 3237 2104 1942 1861 1861 --- --- 2913 2913 1748 1748
Osiris F 30 6.5 31524 1380 2827 4350 2827 2610 2501 2501 --- --- 3915 3915 2349 2349
Osiris G 30 5.5 26031 1380 2312 3557 2312 2134 2045 2045 --- --- 3202 3202 1921 1921
Uller Prime 30 6.5 32638 1880 3369 4982 3369 2847 2543 3018 --- --- 3322 3322 1993 1993
Uller A 30 6.0 28832 1880 2952 4366 2952 2495 2021 2852 --- --- 2911 2911 1746 1746
Uller B 30 6.5 32638 1880 3369 4982 3369 2847 2306 3255 --- --- 3322 3322 1993 1993
Uller C 30 7.0 34540 1880 3577 5291 3577 3023 2953 2953 --- --- 3527 3527 2116 2116
Uller D 30 6.0 28833 1880 2952 4366 2952 2495 2437 2437 --- --- 2911 2911 1746 1746
Uller E 30 6.5 32638 1880 3369 4982 3369 2847 2543 3018 --- --- 3322 3322 1993 1993
Uller F 30 6.0 28833 1880 2952 4366 2952 2495 2229 2645 --- --- 2911 2911 1746 1746
Uller G 30 6.0 28833 1880 2952 4366 2952 2495 2437 2437 --- --- 2911 2911 1746 1746
Cougar Prime 35 6.5 32417 1380 3411 4673 3411 2804 2313 2313 --- --- 3785 3785 2271 2271
Cougar A 35 7.0 34360 1380 3625 4965 3625 2979 2458 2458 --- --- 4022 4022 2413 2413
Cougar B 35 6.5 32417 1380 3411 4673 3411 2804 2313 2313 --- --- 3785 3785 2271 2271
Cougar C 35 6.5 32417 1380 3411 4673 3411 2804 2313 2313 --- --- 3785 3785 2271 2271
Cougar D 35 8.5 40176 1380 4264 5841 4264 3505 2891 2891 --- --- 4731 4731 2839 2839
Cougar E 35 6.5 32417 1380 3411 4673 3411 2804 2313 2313 --- --- 3785 3785 2271 2271
Cougar F 35 7.5 36297 1380 3838 5257 3838 3154 2602 2602 --- --- 4258 4258 2555 2555
Cougar G 35 6.5 32417 1380 3411 4673 3411 2804 2313 2313 --- --- 3785 3785 2271 2271
Owens Prime 35 7.0 34077 1380 3067 4718 3067 2831 2713 2713 --- --- 4246 4246 2548 2548
Owens A 35 7.0 34077 1380 3067 4718 3067 2831 2713 2713 --- --- 4246 4246 2548 2548
Owens B 35 7.0 34077 1380 3067 4718 3067 2831 2713 2713 --- --- 4246 4246 2548 2548
Owens C 35 7.0 34077 1380 3067 4718 3067 2831 2713 2713 --- --- 4246 4246 2548 2548
Owens D 35 7.0 34077 1380 3067 4718 3067 2831 2713 2713 --- --- 4246 4246 2548 2548
Owens E 35 7.0 34077 1380 3067 4718 3067 2831 2713 2713 --- --- 4246 4246 2548 2548
Owens F 35 7.0 34077 1380 3067 4718 3067 2831 2713 2713 --- --- 4246 4246 2548 2548
Owens G 35 7.0 34077 1380 3067 4718 3067 2831 2713 2713 --- --- 4246 4246 2548 2548
Puma Prime 35 7.5 36276 1380 3402 5888 3402 3140 2748 2748 --- --- 4240 4240 2544 2544
Puma A 35 7.0 34335 1380 3213 5561 3213 2966 2595 2595 --- --- 4004 4004 2402 2402
Puma B 35 7.0 34335 1380 3213 5561 3213 2966 2595 2595 --- --- 4004 4004 2402 2402
Puma C 35 7.0 34335 1380 3213 5561 3213 2966 2595 2595 --- --- 4004 4004 2402 2402
Puma D 35 7.5 36276 1380 3402 5888 3402 3140 2748 2748 --- --- 4240 4240 2544 2544
Puma E 35 7.0 34335 1380 3213 5561 3213 2966 2595 2595 --- --- 4004 4004 2402 2402
Puma F 35 7.0 34335 1380 3213 5561 3213 2966 2595 2595 --- --- 4004 4004 2402 2402
Puma G 35 6.5 32400 1380 3024 5234 3024 2792 2443 2443 --- --- 3769 3769 2261 2261
Raven Prime 35 5.5 27142 2070 2536 3859 2536 2205 2205 2205 --- --- 2977 2977 1786 1786
Raven A 35 6.5 30748 2070 2901 4414 2901 2522 2522 2522 --- --- 3405 3405 2043 2043
Raven B 35 7.0 34352 2070 3265 4969 3265 2839 2839 2839 --- --- 3833 3833 2300 2300
Raven C 35 5.5 27142 2070 2536 3859 2536 2205 2205 2205 --- --- 2977 2977 1786 1786
Raven D 35 6.0 28946 2070 2718 4136 2718 2364 2364 2364 --- --- 3191 3191 1915 1915
Raven E 35 7.0 34352 2070 3265 4969 3265 2839 2839 2839 --- --- 3833 3833 2300 2300
Raven F 35 5.5 27142 2070 2536 3859 2536 2205 2205 2205 --- --- 2977 2977 1786 1786
Raven G 35 6.5 32550 2070 3083 4691 3083 2681 2681 2681 --- --- 3619 3619 2171 2171
Chimera Prime 40 7.5 36114 2760 3325 5210 4714 2977 2729 2729 --- --- 3647 3647 2188 2188
Chimera A 40 7.5 36114 2760 3325 5210 4714 2977 2729 2729 --- --- 3647 3647 2188 2188
Chimera B 40 7.5 36114 2760 3325 5210 4714 2977 2729 2729 --- --- 3647 3647 2188 2188
Chimera C 40 7.5 36114 2760 3325 5210 4714 2977 2729 2729 --- --- 3647 3647 2188 2188
Chimera D 40 7.0 32939 2760 3008 4714 4265 2694 2469 2469 --- --- 3300 3300 1980 1980
Chimera E 40 7.0 34528 2760 3166 4962 4490 2836 2599 2599 --- --- 3474 3474 2084 2084
Chimera F 40 7.5 36114 2760 3325 5210 4714 2977 2729 2729 --- --- 3647 3647 2188 2188
Chimera G 40 7.5 36114 2760 3325 5210 4714 2977 2729 2729 --- --- 3647 3647 2188 2188


Vehicles

Armor Sections for Vehicles

The turret for every vehicle is heavily armored, the Front panel will typically have the most armor of the panels, followed by either Left or Right panels having moderate armor, and the Back panel having the least armor. While it is quicker to focus fire on a weaker side or back panel, competent tank and hover pilots will rotate their chassis to hide their damaged panels as they wear out. While the turret is the most armored component, no amount of rotating can hide its visibility.

When a vehicle loses a side, it will suffer loss of mobility or turn rate, depending on which area is lost. If the turret is destroyed, its traverse rate is severely degraded but the vehicle will not lose any weapons.

Any damage dealt to a destroyed area on a vehicle transfers damage to its internal structure. If internal structure reaches zero, the vehicle is destroyed.

Hovercraft have most of their armor reinforcing their front panel, giving them some extra protection when peeking above terrain- however, this leaves their turrets only slightly more armored than either side panel.

Tanks and wheeled vehicles have most of their armor reinforcing their turret, having only slightly less armor than both of the side panels combined, making it extra important for tank drivers to keep their less-armored panels out of harms way.

The only exception to this is the Chevalier, a wheeled light tank that is unable to rotate in place. Both its left, and right panel have the most armor, followed by its front panel, turret- and rear. This makes the vehicle durable in strafing runs against the enemy, but also makes it vulnerable against pilots with a steady hand to focus its lightly armored turret.

Aerospace Fighters

Armor Sections for Aerospace

Aerospace fighter (ASF) damage functions similarly to that of vehicles, except aerospace fighters have no internal structure; as soon as their Body hits zero, they are destroyed.

Losing a wing causes weapon loss and a slight manuverability reduction -- the ASF is still airworthy with a destroyed wing, although it becomes much more vulnerable to being killed, as shots to a destroyed wing transfers damage to the body at a 3.0x rate, making it a viable tactic for defeating ASFs provided you can consistently hit the same wing. Like losing the arm of a mech, repairs will not restore a lost wing- making it a dangerous gamble to invest in reusing a wingless plane, instead of selling it.

Tail loss severely mitigates the ASF's ability to fly and strafe properly by limiting its ability to pitch up and down. Engine loss cuts the overall engine power of the ASF in half, which is highly detrimental to the ASF's combat performance.

If both the tail and engine are destroyed, the ASF is no longer airworthy and will be incapable of taking off after landing.


VTOLs

Armor Sections for VTOL

VTOL damage is analogous to that of ASFs, except in that tail or engine loss is typically fatal due to the effects losing either section has on the VTOL. Without either component, the VTOL's maneuverability or speed becomes so low that it is effectively a sitting duck.

Canon

Ferro-Fibrous armor (FF) is a special type of armor used by vehicles and BattleMechs. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor (12% for Inner Sphere FF, 20% for Clan FF), but takes up more space on the 'Mech or vehicle (14 critical slots for Inner Sphere, 7 for Clan 'Mechs; two slots for Inner Sphere vehicles, one for Clan). The maximum amount of protection is not changed; merely the weight of armor required to achieve that level of protection. For a unit which already has maximum armor protection, it is therefore considered a weight-saving measure, at the cost of critical space. The weight savings for Endo Steel are greater than those saved by ferro-fibrous armor, but it is more costly and obviously more difficult to repair or add as an upgrade to a 'Mech. First developed by the Terran Hegemony in 2571, Ferro-Fibrous armor was lost to the Inner Sphere during the Succession Wars. The Draconis Combine was the first to re-create it in 3040. Later, the Free Worlds League and Lyran Alliance would develop Light and Heavy versions of Ferro-Fibrous armor.

BattleTech reference