Two new pieces of tech from the AU
Vehicle Fire Resistant Armour
Protection Provided: 10 points per ton
Space Requirement: 2 equipment slots on a vehicle
Special: Negates all fire based damage against a vehicle.
The vehicle is treated as having environmental sealing until one location of armour is breached
Does not work on support vehicles or on large naval vessels
Description
Developed by Clan Hell's Horse scientists and first deployed in 3093 the system is designed to protect all vehicles from fire damage including inferno type weapons. The system provides environmental sealing for the vehicle until a location is breached. Following a breach the armour will still protect the vehicle from fire and heat damage however the crew will take smoke damage if the vehicle is within a fire hex.
Due to the nature of Plasma-type weapons they will still cause some physical damage to a target as normal however all heat effects are ignored to reflect this:
Plasma Cannons do no damage to heat resistant armour as they have little to no physical form.
Plasma Rifles do 2d6-2 kinetic damage with no heat effects.
Man-portable Plasma Rifles do half their maximum damage to Heat resistant armour.
Automatic Fire Extinguishers
Location: Front/Turret
Tonnage: 3 tons/1 Equipment Slot
Ammunition: 10 shots
Description
The Tank fire extinguisher is a turret-mounted tool that weighs 3 tons and takes up 1 slot, and fires automatically upon detecting heat automated like AMS the system is smart enough to avoid wasting ammo when laser, ballistic or missile weapons strike the vehicle. When activated, extinguishers blanket the tank in a high-viscosity foam meant to interrupt the flame between the tank surface and the heat source- no heat is transferred by this method and any materials causing the fire are washed off.
When used, the tank takes heat affects as if it used heat-resistant armor. Inferno gel is washed off and stays in the hex where the tank was hit- for the turn it is activated, the tank receives no penalties from the inferno gel. The crew are not damaged by heat, but may still be damaged by smoke affects roll a piloting skill roll to avoid damage. The tank can still move during the turn the Extinguishers fire with the penalties below. As long as the tank is not hit by heat-causing weapons (or as long as it does not pass through fire/heat hexes) the extinguisher will not fire. If the tank goes through a fire hex, it automatically fires when the tank enters the hex protecting the vehicle from all effects of fire.
Drawbacks
The extinguisher has drawbacks- it's foam obscures view ports and the combination of flame and foam chokes out normal sensors, so a +2 to-hit is impacted along with a +1 to piloting. Missiles cannot be used during a turn when the extinguisher fires as it has to remain cohesive across the whole surface to be effective. Foam can also be interrupted and broken by weapons fire- for every 10 points of damage taken to a single area, another "shot" of foam must be used to cover the area or all benefits are lost.
The Extinguisher is an ammo-using tool, and one ton provides 10 "rounds" of additional foam to be used. An ammunition crit does not cause an explosion, but rather blankets the tank in the foam it could use and imparts the same benefits and drawbacks as usual for one turn. All foam tools impose a +2 to customization rules to reflect the need to keep surfaces simple and consistent as to not break up foam.