Armor is the material on the chassis of 'Mechs, Vehicles, Aerospace, and VTOLs that provides protection from enemy weapons fire. It effectively functions as 'health' or 'hitpoints', as reducing armor on a component to zero typically results in it being destroyed. MWLL follows tabletop rules regarding armor in general, although some adjustments are made for specific cases.
Excepting the legs, when the armor of a 'Mech component reaches zero, it is destroyed. Legs function slightly differently; they have internal structure values tied to them. As this structure is damaged, the 'Mech will suffer heavily reduced mobility and turning rates. Once the internal structure of a leg reaches zero the leg is effectively destroyed, causing the 'Mech to fall over. Due to the way 'Mechs are implemented in MWLL and the limitations of CryEngine, once one leg is destroyed, the other can no longer be hit.
Some 'Mechs like the Solitaire, Chimera and Hollander II have asymmetrical armor distribution to protect their main weapon(s) or easier-to-hit side torso. This extra protection does not come for free: their other side torso is always less armored and can be destroyed more easily.
Shooting a destroyed side torso will cause the damage to transfer to the centre torso. The amount of damage transferred depends on what engine the 'Mech has; Inner Sphere XLs suffer double damage, Clan XLs take 66% more, while 'Mechs with standard engines like the Atlas do not take any extra damage.
If the rear torso is heavily damaged or destroyed, damage transfers to the centre torso with a x3 multiplier and the 'Mech loses half its maximum speed as well as some heat dissipation. This reflects the engine damage that can be dealt and also makes shooting the backs of 'Mechs much more effective.
For all vehicles, their turrets are typically much more armored than the chassis itself. This provides an incentive to attack vehicles through their sides as opposed to focusing on their turret, which can be hit from any angle. When a vehicle loses a side, it will suffer loss of mobility or turn rate, depending on which area is lost. If the turret is destroyed, its traverse rate is severely degraded but the vehicle will not lose any weapons.
Any damage dealt to a destroyed area on a vehicle transfers damage to its internal structure. If internal structure reaches zero, the vehicle is destroyed.
Aerospace damage functions similarly to that of vehicles.
Losing a wing causes weapon loss, although the ASF can still fly. In some cases, wing loss causes the ASF to enter into an uncontrollable spin, making them an easy target for follow-up shots. Tail loss currently has little or no effect on an ASF's flight capabilities. Engine loss forces the ASF into a glide and while it is possible to land the ASF successfully, engine destruction cannot be repaired; therefore the ASF becomes effectively useless.
Shots to a destroyed wing transfers damage to the body at a much increased rate, making it a viable tactic for defeating ASFs.
VTOL damage is analogous to that of ASFs, except their wings are lost when destroyed and cannot be fired upon afterward for the damage transfer bonus.