Damage Types
Damage has a type to indicate if it is coming from small cannon fire, large cannon fire, explosions, etc. Some damage types are better than others against different types of vehicles, such as Mechs, tanks, light ground vehicles, different types of Aerospace and VTOL.
Table
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The following table lists the damage multiplier for a given damage type against an armor class. The first number is used for primary damage (for example, the impact of a shell against a component), and the second number (if present) is used for secondary damage (for example, the splash damage from a shell explosion).
Damage Type | Armor Type | ||||||
---|---|---|---|---|---|---|---|
Mech | APC | Hovercraft | LTA | Tanks | Fighter | VTOL | |
Mgun | 0.7, 0.1 head: 0.7, 0.1 |
0.7, 0.1 | 0.7, 0.1 | 0.7, 0.1 | 0.7, 0.1 | 9.5, 1.0 | 9.5, 1.0 |
Light Kinetic | 1.0, 1.0 head: 1.0, 0.1 |
1.5, 0.3 | 1.5, 0.1 | 1.0, 1.0 | 1.15, 1.0 Hull: 1.3, 1.0 (except Rommel and Huit) |
3.5, 1.0 | 2.25, 1.0 |
Kinetic-Air | 1.2, 1.0 | ||||||
Kinetic | 1.0, 1.0 head: 1.0, 1.0 |
0.8, 0.8 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 3.5, 1.0 | 1.75, 1.0 |
Heavy Kinetic | 1.0, 1.0 head: 1.0, 1.0 |
1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.5, 1.0 | 1.2, 1.0 |
Flak | Turret: 1.5, 1.0 (Chevalier, Mithras: 1.15, 1.0) Sides: 2.25, 1.0 (Chevalier, Mithras, Huit: 1.3, 1.0) Back: 3.0, 1.0 (Chevalier, Mithras, Huit: 1.6, 1.0) Front: 1.0, 1.0 (Chevalier: 0.2, 0.2; Huit: 1.0, 1.0) Hull: 1.0, 1.0 |
||||||
Missile | 1.0, 1.0 head: 0.5, 0.6 |
0.8, 0.8 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 |
Energy | 1.0, 1.0 head: 0.5, 0.4 |
0.8, 0.8 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 Chevalier, Mithras: 1.0, 0.75; Sides: 1.0, 0.5 |
1.25, 0.0 | 1.15, 0.0 |
Explosion | 1.0, 1.0 head: 1.0, 1.0 |
1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 |
Frag | 0.05, 0.05 head: 1.0, 1.0 |
0.05, 0.05 | 0.05, 0.05 | 0.05, 0.05 | 0.05, 0.05 Chevalier, Mithras Sides: 0.5, 0.25 |
0.1, 0.1 Shiva: 0.05, 0.05 |
0.05, 0.05 |
Flame | 0.1, 0.1 head: 0.1, 0.1 |
0.1, 0.1 | 0.1, 0.1 | 0.1, 0.1 | 0.01, 0.01 | 1.0, 1.0 | 1.0, 1.0 |
Fire | 1.0, 1.0 head: 1.0, 1.0 |
1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 |
Overheat | 1.0, 1.0 head: 0.3, 0.3 |
1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 | 1.0, 1.0 |
EMP | 0.1, 0.1 head: 0.1, 0.1 |
0.1, 0.1 | 0.1, 0.1 | 0.1, 0.1 | 1.0, 1.0 Chevalier, Mithras Sides: 0.25, 0.25 |
0.1, 0.1 | 0.1, 0.1 |
Collision | 0.05, 0.05 head: 0.05, 0.05 |
0.05, 0.05 | 0.00, 0.00 | 0.05, 0.05 | 0.05, 0.05 | 75, 1.0 | 5.0, 5.0 |
Damage Type | Mech | APC | Hovercraft | LTA | Tanks | Fighter | VTOL |
Armor Type |
EMP Effect
In general, effects such as heating a target or causing cockpit shake on impact are determined independently of damage type. However, EMP damage causes an EMP "condition" that lasts for about 15 seconds and has at least three associated effects:
- Night vision will be disabled
- Battle Armor powered suit "shield" will be reduced to zero for the duration
- A NARC will deactivate if the unit it is attached to is hit by EMP damage. This works on any NARC, it does not mater if the NARC or the source of damage was friendly, an enemy or whatever. (So yes, you can ruin you own teams missile barrages with a careless PPC shot.)
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