EDIT: The stats in this post are rough drafts - please see the final version on the wiki.
Okay, this is my revised version of what Luke did, based on this latest exchange of posts and my other experiences statting out tech. I welcome comments on any wonkiness:
LASHR (LAser SHield Reactive armor)
Resources Obstacle: 4 pts
Low Index or higher
LASHR is a layered armor consisting of tiny tiles, each composed of bullet- and explosive-resistant alloy “sandwiching” an inner layer of mercury-laced explosive. When an incoming hit penetrates the outer layer, it sets off the inner layer: The resulting explosion directly disrupts the penetrating capability of kinetic-energy projectiles and shaped-charge waheards, and indirectly, by vaporizing the mercury into a thick cloud, disrupts incoming laser and fusor beams. Meanwhile the lower layer protects the vehicle or body armor underneath from the backblast.
LASHR may be carried by Anvil armor, Iron, or vehicles as either original construction or as add-on tiles.
+3 Ob against incoming attacks against the individual character or vehicle only: i.e. against individual shot opportunities during Direct Fire or Suppressive Fire and individual Weapons Fire, or Grenades actions during Close Combat (Device: Obstacle, base 1 pt; +3 Ob, +3 pts. Total, +4 pts)
Toxic to unarmored personnel (Categorical Limitation, -1 pt)
Requires Ammo Check against a skill of 3 after each hit defended against (Categorical Limitation, -1 pt)
Ammo capacity: equivalent to Cylinder (+2 pts)
LASHUP (LAser SHield, Unit Protection)
Resources Obstacle: 4 pts
Low Index or higher
LASHUP is a protective cloud of vaporized mercury, large enough to cover a whole formation of troops, that interferes with incoming – and outgoing! – energy weapons fire. It may be delivered by a dispenser, grenades, or large-bore projectile weapons.
+3 Ob against all incoming energy attacks against either the LASHUP-equipped character/vehicle or its unit. This applies against enemy Direct Fire and Suppressive Fire unit actions, as well as against individual shot opportunities during Direct Fire or Suppressive Fire and individual Weapons Fire or Grenades actions during Close Combat (Device: Obstacle, base 1 pt; +3 Ob, +3 pts; affects two additional actions, +2 pts; Categorical Limitation: energy weapons only, -1 pt. Total, +5 pts)
+3 Ob to the protected unit’s own outgoing energy fire! (Device: Obstacle, base -1 pt; +3 Ob, -3 pts; Categorical Limitation: energy weapons only, +1 pt. Total, -3 pts)
(Note that the “affects additional actions” clause doesn’t come in here: It does affect outgoing Direct Fire, Suppressive Fire, etc., but only from one unit, the protected one.)
The Obstacle to both incoming and outgoing fire lasts until the end of the Firefight, or until the protected unit moves by taking an Advance, Flank, or Withdraw unit action. (Enhancement: Extended duration, one conflict/scene, +4 pts. Categorical Limitation, unless you move, -1 pt. Total, +3 pts).
Toxic to unarmored personnel (Categorical Limitation, -1 pt)
Requires Ammo Check against a skill of 3 after each hit defended against (Categorical Limitation, -1 pt. Ammo Capacity: Single Shot, +1 pt. Total, 0 pts).
LASHA (LAser SHield, Artillery-delivered)
Resource Obstacle: 9 pts
Low Index or higher
LASHA is a warhead for artillery and missile weapons that disperses vaporized mercury over an enemy unit, disrupting its ability to fire energy weapons – as well as anyone’s ability to hit it with energy weapons.
+3 Ob against all energy attacks against any target made by targeted unit. This applies against its Direct Fire and Suppressive Fire unit actions, as well as against individual shot opportunities during Direct Fire or Suppressive Fire and individual Weapons Fire or Grenades actions during Close Combat (Device: Obstacle, base 1 pt; +3 Ob, +3 pts; affects two additional actions, +2 pts; Categorical Limitation: energy weapons only, -1 pt. Total, +5 pts)
+3 Ob to energy fire against the targeted unit! (Device: Obstacle, base -1 pt; +3 Ob, -3 pts; Categorical Limitation: energy weapons only, +1 pt. Total, -3 pts)
(Again, “affects additional actions” does not apply, since it’s only one unit.)
The Obstacle to both incoming and outgoing fire lasts until the end of the Firefight, or until the protected unit moves by taking an Advance, Flank, or Withdraw unit action. (Enhancement: Extended duration, one conflict/scene, +4 pts. Categorical Limitation, unless you move, -1 pt. Total, +3 pts).
Toxic to unarmored personnel: It’s a chemical weapon!
(Assault Weapon scale damage; 2 pts. Megablast, +6 pts. Categorical Limitation, affects unarmored personnel only, -1 pt. Total, +7 pts).
Must be fired from a weapon – weapon used determines range. (External Trait Limitation, -3 pts)
Requires Ammo Check against a skill of 3 after each use (Categorical Limitation, -1 pt. Ammo Capacity: Single Shot, +1 pt. Total, 0 pts).