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This is what ive discovered :

- According to a post on this forum, armor penetration ranges from 80-130% (roughly), if it beats the armor value, the shot does damage.

- The armor values for units are an average of multiple armor values. The format in the unit.txt file is :

// D6Value_for_Legs/Tracks Armor_Front Armor_Side Armor_Rear HitOffsetX HitOffsetY HitOffsetZ.
// D6Value_for_Hull/Body/Head Armor_Front Armor_Side Armor_Rear HitOffsetX HitOffsetY HitOffsetZ.
// D6Value_for_Weapon/Head Armor_Front Armor_Side Armor_Rear HitOffsetX HitOffsetY HitOffsetZ.
// D6Value_for_Weapon_if_Titan Armor_Front Armor_Side Armor_Rear HitOffsetX HitOffsetY HitOffsetZ.

The Leman Russ for example has :

1 55 55 55 -15 -13 5.
3 85 62 40 -12 -12 17.
4 65 60 50 0 -10 22.
6 95 72 50 0 -5 26.

As far as I can tell, the game rolls a d6 and on a 1, it strikes the "legs/tracks" which is represented by having the least armor. This results in the highly random shots where weak weapons can destroy what is supposdly a heavily armored tank. I'm not sure what happens if you roll a 2 in the above case, whether it treats it as a track shot or a hull shot. I'm not sure what "weapon_if_titan" means either...most non-Titan units have these despite not being Titans.

Aside from the different armor values, the hit location of the shot matters only if you are firing at a unit with more than 1 damage capacity (titans and super heavy battle tanks basically). It doesnt matter where you hit a Leman Russ...its instantly destroyed if the penetration beats the armor value. But for Titans/Super Heavies, hitting them in the legs/tracks can immobilize them. If you mod the unit.txt file so that shots can only hit the hull (by changing the d6 value of everything else to 0), then you will never do any crits to their movement or weapons, you will just do damage to their damage capacity.

- Most units also have a save listed in the unit.txt file, but as far as I can tell, it does nothing. As long as the penetration beats the armor value, damage is done, and even a 1+ save doesn't prevent any damage, nor does it prevent crits. The manual makes zero mention of saves as well so I'm guessing they probably did not manage to get it working in the final release.