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Armor and damage

How strong each material is, what armor stops, and where a hit's energy goes.

Strength and armor are different things

Every part has integrity: the damage it takes before it is destroyed. Armor adds a rating on top, which cuts each hit down before it reaches that integrity. Deck is the weakest structure, plain hull is 4 times stronger, and each grade of armor is both tougher and far heavier.

One full block of each structural material
Full blockMassIntegrityArmor ratingPrice
Deck15 t5 MJNone2 Coins
Hull15 t20 MJNone2 Coins
Light armor49.5 t22.5 MJ130 MJ80 Coins
Medium armor126 t108 MJ520 MJ160 Coins
Heavy armor257 t324 MJ1,170 MJ480 Coins

What armor stops

A hit of energy E against a plate rated R delivers E × E ÷ (E + R). A shell far below the rating only chips the plate; one far above it passes almost whole. A hit under 1% of the rating does nothing at all, which is why light anti-aircraft fire cannot hurt armor.

Share of a round's energy that gets through each grade of armor
One round ofEnergyThrough light armorThrough medium armorThrough heavy armor
12.7cm Gun24.1 MJ16%4%2%
20.3cm Gun98.6 MJ43%16%8%
36cm Gun526 MJ80%50%31%
46cm Triple Gun1,401 MJ92%73%54%
Torpedo2,003 MJ94%79%63%

Read across a row: the larger the round, the less any plate takes off it. Weapons lists every round's energy.

Where a hit's energy goes

The part that is struck takes 75% of the energy. The other 25% is shared among the parts inside the blast radius.

A gun shell that flies into a hole already shot in a hull does not pass through. It strikes the nearest standing hull around the hole with 50% of its energy, so hitting the same place keeps opening it.

Knocking out equipment

A gun, engine, radar or other fitting stops working when it falls to 10% of its integrity, before it is destroyed. An engine also stops when water reaches it, unless hull encloses it on all six sides. So a ship can be silenced or stopped before it sinks.