Every blue moon there’s a thread about battle armor use. What’s good, what’s bad, etc. I figured I would compile my thoughts on this. Hopefully helps someone. This isn't meant to be a lore deep dive, but I'll cover a couple of details
A Brief History of the Universe of Battle Armor.- 2720 - The Start League made PA(L) suits with the NIghthawk XXI. It’s also the first suit with extended life support, Single Hex ECM, Anti-Personnel Weapon, and stealth armor. Also, the first mechanized and swarm capable. This is mostly going to be the first and last PA(L) I bring up as at a TW scale, PA(L) are pretty terrible and basically exist
for scenarios or initiative sinking. - 2842 - First medium power armor, the Water Elemental.
- 2868 - Wolves create the first battle armor designed for frontline combat.
- 2871 - Hell’s Horses create the first heavy battle armor.
- 2905 - Comstar makes the first Camo System for BA with Tornado
- 3050 - NAIS, off of clan salvage, creates the Infiltrator, the first light battle armor.
- 3050 - TharHes and NAIS make the first quad battle armor, the Sloth.
- 3052 - IS Standard becomes the first IS made battle armor widely adopted.
- 3056 - Kage becomes the first battle armor with the Squad Support Weapon Mount, allowing multiple troopers to carry components of a weapon that will be assembled and used in the field.
- 3058 - The Kanazuchi becomes the first assault battle armor.
- 3062 - Fa Shih becomes the first battle armor to use Magnetic Clamps, allowing mechanization without omnis. It’s also the first battle armor to deploy standard minefields, and be geared to clear minefields.
There’s other firsts to make note of, but these are the early achievements
Battle Armor BV CalcsTime for a confession. I do not care about construction weight. Equipment's weight doesn't affect BV. It just affects how much is on a mech, tank, or suit of armor. And unless you are making customs, it doesn't matter at all. My focus is entirely on mechanical effects and if those are worth the cost. This detail is something to consider when you read through what I have to say.
So let's talk BV. It comes in three parts. Offensive, Defensive, and the squad size modifier.
Defensive BV: There's a whole two parts to this. The first is that Reactive, Reflective, and Fire Resistant increase the basic value per point of armor by 40%. The second is that the defensive multiplier is entirely based on your maximum to-hit you can achieve. That includes your +1 for small target, highest TMM from running or jumping, and the max added to-hit penalty for your Camo System, Mimetic, or stealth armor.
Example: Angerona have 3 run (+1), Camo System (+2 max), and improved stealth (+3 max). Add in the small target and you get a +7 to hit max. Which makes the final defensive modifer 1.7Now let's talk offensive BV. It also comes in three parts. First, all your weapons. Second, if you are swarm capable it counts the weapons you can attack with in swarm a second time. Finally, the offensive modifier uses a chart in TechManual that mechs use, but instead of a calculation double counting MASC/SC, and JJ, for BA it's just the max hexes moved.
Which means, having more than one run and jump actually offers no BV increase for defensive or offensive BV. This is not how mechs work, and I think people often assume battle armor suffer similarly in BV. So Gray Death Infiltrator suits, which have a 3/3/3 movement (3 walk, 3 run, 3 jump), pay nothing in BV for the 3 run in their offensive or defensive BV modifiers. Squad size multiplier
I could get into it in detail, but the short version is that squads of 4 troopers have a very small advantage in expected damage for the BV compared to five and six person squads. Just under about 10% better. Given that RNG in this game tends to beat your minmaxing with a hose, and the low BV of battle armor, it's not enough to matter. That, and unless you're building customs, you run the squad size your faction uses and that's the end of it.
HardwareSome pieces of hardware to care about that people might not understand if they are new to BA, or haven’t dug into BA.
- Stealth(basic) - Mech stealth armor generates heat, can be disabled, switched on or off, and provides a +0/+1/+2 to the to-hit roll. BA stealth armor just works. Basic stealth matches mech stealth’s +0/+1/+2.
- Stealth(standard) - Standard BA stealth is +1/+1/+2. That +1 at short does a surprising amount of work.
- Stealth(improved) - Improved stealth is +1/+2/+3. It’s truly an obnoxious piece of tech.
- Mimetic armor - Mimetic armor gives you a +3 to the to-hit if you stand still. Then, decreases by one for each hex you move.
- Camo System - It's mimetic armor, but starts at +2. Also, bonus points, since it isn't your BA armor, it can be combined with all non-mimetic armors.
- Battle Claws (vibro) - Vibro claws add +1 damage to physical attacks per claw.
- Battle Claws (magnetic): Magnetic claws apply a -1 to the swarm attack roll, and a +1 to efforts to shake swarming BA off.
- Improved sensors - A 2 hex range BAP. Just like BAP, this really wants scenarios. Now, TacOps Improved Active Probe rule doesn't specify mechs, so Improved Sensors should also gain that ability to ignore the first +1 of woods if the enemy is in range, and BA typically fight at much closer ranges.
There’s other equipment, like extended life support and the like. Those are going to be scenario dependent, and the people taking advantage of them are going to have to read up on them at the time.
There's also four movement enhancers
- Partial Wing - increases jump by one in atmosphere. Note that megamek will not increase the jump value of the suit when applied, because it's not a guaranteed effect. Only Kage, a Djinn variant, and a Rogue Bear variant have this.
- Jump Booster - increases jump by one
- Mechanical Jump Booster - increases run by one, and adds a non-JJ jump. Megamek will goof this up for customs and tell you it stacks with JJ. All canon units are fine.
- Myomer Booster - Adds two run to light and medium, one run to heavy and assault, and adds two damage per suit during physical attacks. That said, only three kinds of non-quad suits run this. Fa Shi 2, some Sylphs, and the Elemental II
Speaking of Physical attacksYou get two, but only if you are using light or medium bipedal suits. Relevant to both: they go off in the weapons phase, so someone can't panic and hose your BA down if you get them into the same hex as a mech or tank. Also, both suffer penalties once you drop to three remaining troopers.
- Leg attacks - You do four damage to a leg and roll a crit automatically. If you went internal, roll two crits. Vibro claws do increase this damage to possibly an entire six points. Myomer booster increases it by two per trooper. Doesn't matter. You're here for the crit rolls and you know it. This attack goes off immediately, and a lot of mechs don't have well-padded legs to soak a crit.
- Swarm attack - This is what everyone wants to do when they get BA. It's gratifying to pull off if you can, but that's the hook. Turn one of this attack is just starting the swarm. You don't do damage. If you succeed, on following turns you get to just paste the upper torso of the swarmed mech with an auto crit roll. The problem is that there's a handful of ways to stop this. There's an intentional 'fall' that can knock the BA off and leave them open to a thrashing attack. There's just jumping. There's going into water. Leg attacks are your low risk, moderate reward physical, and swarms are the high risk and high reward.
MovementBA have two main movement modes. Running and jumping. Jump is nearly strictly superior mechanically. You have no typical limitations beyond terrain height, and +1 TMM for jumping. That said, a run-based BA has a couple of niche advantages, and a couple unintuitive features.
- BA are infantry and use those run rules. You have no facing so can't pay for a facing change (you just do it). They also ignore the first +1MP cost of light and heavy woods. So 3 run on BA goes a lot farther than 3 run on a mech. It also means you can just run in a triangle/circle and return to your starting hex while still getting max TMM. Jump BA actually have to move somewhere else to get the full TMM.
- IS base suits with torso mounted missiles can't jump, period, until missiles are jettisoned, but they can still run full MP. Admittedly, not many canon suits fit this criteria.
- With run movement, you can climb inside buildings quickly, jump BA can't. Niche, but it's there.
- With run movement, you run through buildings with ease. In a city where the structures are higher than the BA jump, run BA are actually faster.
- If you have DWP, in theory you could actually pay the mass to still run more than one hex, but nearly every DWP suit just accepts that you aren't going anywhere once dropped off and doesn't even try.
Suit weightLast thing for this post. Suit weight affects maximum armor, run, and jump, mechanization (riding omnis), and physicals. The short version is lights and mediums can ride omnimechs and do physical attacks. Heavy suits lose the physical attacks, but still ride. Assault suits are getting in an APC, no omni love. Quads cannot do physicals or ride omnis regardless of weight, though they do get a baked in run speed bonus.
If people like this, I can dive further into BA theory, and what to look at for good and bad designs mechanically. Stuff like watching out that you're paying double BV for weapons on suits particularly ill-suited for physical attacks, suit speed and reasonable weapons, and balancing limited shots against mobility and armor.