Armour and Protection
Work in progress
This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.
Every part carries a weakness multiplier that thins its armour and boosts incoming penetration at the same time. Higher means weaker, and the value differs for kinetic and chemical rounds.
The armour multiplier
Every part in the game carries a weakness multiplier . It is the single number that decides how much a part actually resists, and it applies to both sides of the penetration check at once.
Read the table the right way
The multiplier tables
There are two tables, one for kinetic rounds and one for chemical rounds. Name beats material, and a part can override either table with its own attributes.
| Part | Kinetic | Chemical |
|---|---|---|
| RHA | 1 | 1 |
| CHA | 1.064 | 1.064 |
| HHRA | 0.8 | 0.8 |
| Composite Screen | 3.25 | 1.6 |
| NERA | 1.65 | 0.7353 |
| ERA | per part | per part |
| Structural Steel, Breech | 3 | 3 |
| Bulletproof Glass | 1.5 | 1.5 |
| Aluminium, Fuselage | 5 | 5 |
| Aluminium Alloy | 2 | 2 |
| Engine, Cannon, Transmission | 4 | 4 |
| Drives, metal wheels, Glass | 6 | 6 |
| Ammo, Fuel, Radio, APS | 20 | 20 |
| Crew, Tracks | 30 | 30 |
| Rubber wheels, Wood, Rotors | 50 | 50 |
Reactive armour and tandem warheads
ERA reads its multiplier from the individual brick rather than a fixed table value, and there are two special interactions on the shell side.
| Case | Multiplier used |
|---|---|
| Tandem chemical shell, first ERA contact | Treated as 50, so the precursor spends one brick for free |
| AntiERA or kinetic round hitting ERA | Four times the brick’s kinetic value, falling back to 50 |
| Any round of 20 mm calibre or larger | Destroys the ERA brick it touches |
Note
Why spacing works
Spaced armour does not stop a chemical jet by being thick. It works by forcing the jet to cross air, and a jet loses three percent of its rated penetration for every calibre of air it crosses.
Note
Thin armour and overmatch
Below a certain thickness armour stops mattering, because a large enough calibre overmatches it outright. An overmatched plate cannot bounce a round and does not bend its path.
See also
- Penetration : Whether your round punches through, and how angle and range change it.
- Ricochet and Normalization : Why shots bounce, and how the round bends before they do.
- Active Protection (APS) : Hard-kill launchers that shoot an incoming round out of the air.