Armor

From MENACE Official Wiki

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Armor Statistics

To see the details on how these stats impact the HP and Armor damage calculations, click here.

Name Description
Armor This determines how much armor a single suit has. A higher value will decrease damage from successful weapon hits.
Armor Durability This determines how easy armor is to damage. A high durability stat can survive heavier levels of firepower before breaking.
Accuracy Multiplier Accuracy multiplier determines how armor modifies wearers accuracy. Most armors have a neutral 1 value but heavier armors can have lower than 1 fractional value effectively reducing wearers accuracy.
Vision Vision range, or view range, determunes how many tiles a unit can see on the battlefield. This is the distance over which the fog of war is lifted and enemy units are revealed. Concealment can hide enemies even when inside the view range.
Concealment The ability to stay hidden from enemy sight even when within their vision. Each point of concealment reduces the effective view range of enemies against this unit by 1.
Detection The ability to spot concealed units on the battlefield. Reduces an enemy unit's Concealment when caluculating whether it is visible to this unit or not.
Accessory Slots Accessory slots determine how many accessories can be added to a squad. The default amount of slots is 1.
Bonus Abilities Any bonus abilities the armor has, along with their cool downs or limits on usage (if applicable) Only available to a limited number of armor types.
Negative Effects Negative effects imposed by the armor (if applicable)
Trade Value Like all items, armor can be traded on the black market. The value of an armor is mostly based on its rarity.
How much per squaddie the armor will cost to use.

Infantry Armor

Name Armor Durability Conceal Vision Accessories Abilities Negatives Trade Val
Tags
RMC Fatigues
10 25 0 0 1 N/A N/A 0 0
Load Bearing Rig
10 25 0 0 3 Adds 10% Defense. N/A 15 3
Outcast Rags
10 25 1 0 1 N/A N/A 10 3
Jaegar Fatigues
15 30 2 0 2 N/A N/A 15 5
Soft Armor
30 40 0 0 2 N/A N/A 15 5
Scavenger Suit
30 30 0 0 2 N/A N/A 15 7
SIPV Standard Protective Vest
40 40 0 0 2 N/A N/A 25 10
Small Arms Protective Plating
55 45 0 0 2 N/A N/A 35 12
Veteran Scavenger Suit
50 40 0 0 2 N/A N/A 25 12
Marine Infantry Body Armor
65 55 0 0 2 N/A N/A 70 15
SAPP High Intensity Setup
60 90 0 0 1 N/A Decreases detection by 1. 70 18
Improved Small Arms Protective Plating
75 60 0 0 2 N/A N/A 55 20
SAPP Operator
55 45 0 0 3 Increases special weapon uses by 50%, minimum by 2.

Increases squad weapon uses by 50%.
N/A 70 20
SAPP Recce
55 45 1 0 2 Increases detection by 1. N/A 70 20
TCR Marine Tactical Armored Platesuit
85 65 0 0 2 N/A N/A 125 22
Boarding Commando Jetsuit
75 60 -2 0 1 Crude fuel-powered jetpack with enough power to propel the wear up to 7 tiles. Not very reliable. (60ap to use. 6 uses) This unit is encumbered and has its movement costs per tile increased by 3. 35 25

HEAVY ARMOR

Enhanced Small Arms Protective Plating
90 80 -1 -1 1 N/A This unit is encumbered and has its movement costs per tile increased by 3. 80 25

HEAVY ARMOR

Captain's Jetsuit
90 80 -2 0 2 Crude fuel-powered jetpack with enough power to propel the wear up to 7 tiles. Not very reliable. (60ap to use. 6 uses) This unit is encumbered and has its movement costs per tile increased by 3. 60 30

HEAVY ARMOR

Extreme Small Arms Protective Plating
110 100 -2 -2 1 N/A This unit is encumbered and has its movement costs per tile increased by 3. 120 30

HEAVY ARMOR

Low Profile Protective Suit
65 40 2 0 3 N/A N/A 130 35
TCR Navy Breaching Armor Suit - Heavy
130 120 -4 -1 1 N/A This unit is encumbered and has its movement costs per tile increased by 3. 250 55

HEAVY ARMOR

TCR Navy Breaching Armor Suit MK02
110 95 -2 0 1 N/A This unit is encumbered and has its movement costs per tile increased by 3. 250 40

HEAVY ARMOR

Changelog