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Protection stats
Checked on build 26052592
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Health, armour by facing, armour value, ECM, decoys, active protection and smoke: what each protection figure means.
Health
Health. Damage that gets through armour comes off it, and at 0 the unit is destroyed.From the game's data
Armour by facing
Armour by facing. Kinetic armour stops solid shot; HEAT armour stops shaped charges and explosives. A hit is measured against the facing it strikes, and top-attack weapons strike the top.From the game's own text
More in Penetration and armour.
Kinetic armour
Armour on this facing against kinetic rounds, such as tank sabots and autocannon shot. A round that falls short does less damage, and nothing below half the armour.From the game's own text
Armour on this facing against kinetic rounds, such as tank sabots and autocannon shot. A round that falls short does less damage, and nothing below half the armour.From the game's own text
Armour on this facing against kinetic rounds, such as tank sabots and autocannon shot. A round that falls short does less damage, and nothing below half the armour.From the game's own text
Armour on this facing against kinetic rounds, such as tank sabots and autocannon shot. A round that falls short does less damage, and nothing below half the armour.From the game's own text
More in Penetration and armour.
HEAT armour
Armour on this facing against HEAT and explosive rounds, such as missiles and rockets. These always do some damage: half at equal armour.From the game's own text
Armour on this facing against HEAT and explosive rounds, such as missiles and rockets. These always do some damage: half at equal armour.From the game's own text
Armour on this facing against HEAT and explosive rounds, such as missiles and rockets. These always do some damage: half at equal armour.From the game's own text
Armour on this facing against HEAT and explosive rounds, such as missiles and rockets. These always do some damage: half at equal armour.From the game's own text
More in Penetration and armour.
Armour value
One armour value for a unit without armour facings: 6, 8 or 10 on infantry, 10 to 30 on helicopters, 30 on the A-10. It counts for every side, and every round meets it through the HEAT formula.From the game's code
More in Penetration and armour.
ECM
For example: With no decoys burning, an incoming missile hits directly 85% of the time. ECM applies again each time a new decoy makes the missile roll again.From the game's code
For example: Missiles fired at it hit directly 70% of the time: the game multiplies a missile's hit chance by this ECM.From the game's code
For example: It carries two ECM systems, each shown with the direct-hit chance it gives alone (95 / 80%). How the game combines them is not known.Not known: our best reading
More in Missile hit chance.
Decoys
For example: Flares that lure missiles away. It carries 25; each one burning multiplies a missile's hit chance by 0.85; each burns 3 s, and the next can drop 1 s later. Dropping them one at a time after a launch beats a burst, because each rise in the count makes the missile roll again.From the game's code
More in Missile hit chance.
Active protection
Active protection that shoots down incoming missiles and rockets: its name, how many shots it holds, and the seconds between them.From the game's data
More in Penetration and armour.
Smoke
Smoke it can fire to block sight: how many salvos it carries, and the seconds before it can fire again.From the game's data
Sprint
Infantry can sprint for a while: how many seconds it lasts, and the seconds before they can sprint again.From the game's data