Every unit card shows an armour tier and a weapon profile. What those two numbers do to each other decides every engagement — and higher is not better, only different.
Armour is a class, not a quality
Every unit and every building carries an armour tier, a number between 2 and 25. It is not a grade but a classification: it says which class a target belongs to, not how good it is. Every weapon works at full effect within a certain stretch of the scale and weaker above and below it. A unit can become more vulnerable to some weapons by moving up a tier, because that slides it into their best stretch. Shifting a tier therefore never simply buys more protection — it trades one set of enemies for another.
| Examples | Armour tier | Units |
|---|---|---|
| Rifleman, Guerrilla | 2 | 20 |
| Missile Squad | 3 | 11 |
| Legionary, Lance Squad | 4 | 9 |
| Fighter Jet, Sky Scout | 5 | 15 |
| Attack Helicopter, Aquila | 6 | 11 |
| MCV, Impulse | 7 | 10 |
| Harvester, Artillery | 9 | 28 |
| Scout Mech, Runner | 10 | 7 |
| Light Tank, Jackal | 12 | 9 |
| Rocket Mech, Railgun Mech | 13 | 11 |
| Centurion, Metamorph | 14 | 4 |
| Scorpion | 15 | 1 |
| Medium Tank, Breaker | 16 | 8 |
| Roller, Scrap Golem | 17 | 2 |
| Assault Mech, Praetor | 18 | 6 |
| Heavy Tank, Paladin | 20 | 7 |
| Bastion Walker | 21 | 1 |
| Orbital Hammer | 22 | 1 |
| Mammoth Tank, Siege Train | 23 | 9 |
| Storm Colossus | 24 | 1 |
| Arachnos, Titan | 25 | 10 |
The weapon profile
Every weapon carries four anchor points, and together they describe a curve. Against targets below the first point the weapon works at 50 %, rises to full effect by the third, holds it to the fourth and drops beyond it by 6 percentage points per tier — never below 25 %. A vehicle with several weapons has one profile per weapon and thus covers several bands at once. The shield of the Aegis Order changes none of that: it inherits its bearer's defensive profile and absorbs the already class-modified damage just like hull — in return a point of shield is worth 20 % more than a point of hull.
| Weapon role | Profile | Rifleman (2) | Light Tank (12) | Medium Tank (16) | Heavy Tank (20) |
|---|---|---|---|---|---|
| Small arms | 0–1–4–6 | 83 % | 64 % | 40 % | 25 % |
| Main gun, medium | 6–10–12–16 | 50 % | 100 % | 100 % | 76 % |
| Tank hunter | 3–6–9–18 | 50 % | 100 % | 100 % | 88 % |
| Siege | 0–1–2–16 | 100 % | 100 % | 100 % | 76 % |
Small arms and armour piercers
Rifles and vehicle machine guns take a penalty against armoured ground targets that comes on top of the profile curve. It starts at armour tier 9 and grows until tier 12, where it applies in full: foot infantry then deals 50 % of its damage, a heavier vehicle machine gun 70 %. Buildings and aircraft are exempt, because the penalty was never meant for them. The same holds from the other side: an anti-armour weapon hits a running infantryman with only 30 % instead of its usual starting value — a rocket launcher is not an anti-infantry weapon. Only both rules together make sure no weapon can do everything.
Hitting
Every shot is rolled, and the starting value depends on the weapon class. Each experience level adds 9 percentage points until level 8 ends the climb — not even a veteran gets past 92 %. Against a building a fixed 95 % applies with no level bonus, because a building does not dodge; against a moving target 10 percentage points come off. Siege weapons roll nothing at all: for them experience works through scatter, which shrinks with every level — a second die would punish them twice.
| Weapon class | Level 1 | from level 8 |
|---|---|---|
| Small-arms infantry | 45 % | 92 % |
| Other infantry | 55 % | 92 % |
| Vehicle and mech gun | 62 % | 92 % |
| Precision weapon | 75 % | 92 % |
| Anti-air | 60 % | 92 % |
| Anti-armour | 62 % | 92 % |
| Aircraft and helicopter | 65 % | 92 % |
| Anti-armour vs infantry | 30 % | 92 % |
| Against buildings | 95 % | 95 % |
Experience
A unit gains experience per shot fired, not per hit. It grows evenly and in small steps from the first level onwards: damage and maximum hull, range, rate of fire. Vehicles and mechs repair themselves from certain levels on, but only out of combat and only up to a share of their hull. Defensive structures gain experience too, though far more slowly — for them only damage and maximum hull grow, never range. The reason is in the table: a tower whose range grows will eventually outreach every siege weapon, and then a held position would have no counter left.
| What grows | Unit | Defensive structure |
|---|---|---|
| Damage and max hull per level | + 2 % | + 2 % |
| Range per level | + 0.6 % | — |
| Rate of fire per level | + 0.8 % | — |
| Speed of advancement | 100 % | 25 % |
| Self-repair, first tier | from level 8, up to 25 % | — |
| Self-repair, second tier | from level 18, up to 50 % | — |
| Growth ceiling | Level 40 | Level 40 |
The turret turns, and fire comes only on the firing line
Hull and barrel are two separate axes. A vehicle drives one way and swings its barrel another; it fires only once the target lies within 15 degrees of where the barrel points. Guided weapons may launch from a wider cone of 60 degrees because they correct their path in flight — every anti-air weapon counts among them, since it has to lead a fast aerial target. How long a traverse takes depends on the class: a light vehicle turns in a fraction of the time a titan needs. Exempt from the cone are aircraft, which aim with the whole machine, suicide bombers, which detonate at touching distance, and every weapon that serves an area or a ground point — those have no barrel direction at all.
| Carrier | Armour tier | 90-degree traverse |
|---|---|---|
| Light vehicle | up to 12 | 0.31 s |
| Vehicle and mech | 13–19 | 0.49 s |
| Titan and super-heavy | from 20 | 1.12 s |
| Infantry | — | 0.13 s |
| Defensive structure | — | 0.60 s |
Blast, friendly fire and cracking buildings
Blast damage is full at the point of impact and falls to 35 % at the edge of the explosion radius, and it applies the same armour curve as a direct shot — there is no way around armour. In exchange it hits everything within the radius, your own troops included; only the shooter itself and your own buildings are spared. Against buildings a separate calculation applies: demolition units carry a building factor that does not add to the armour curve but replaces it. Walls and gates add a second factor, and the two multiply — which is why the table lists them apart. That is also why no unit is both tank hunter and demolition gear: the bonus hangs on the target type, not on weapon strength.
| Unit | Against buildings | Against wall and gate |
|---|---|---|
| Sunlance | × 3.6 | × 1.5 |
| Deconstructor | × 3.0 | × 1.6 |
| Demolition Column | × 3.0 | × 1.3 |
| Siege Train | × 2.6 | × 1.5 |
| Cathedral | × 2.4 | × 1.4 |
| Breaker | × 2.4 | × 1.6 |