Ship Armor List: Difference between revisions

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== Table of Ship Armors ==
== Table of Ship Armors ==
{{#get_web_data:
|url={{fullurl:RawArmorDisplayName|action=raw}}
|data=__all
}}
{{#get_web_data:
|url={{fullurl:RawProjectDisplayName|action=raw}}
|data=__all
}}
{{#get_web_data:
|url={{filepath:TIShipArmorTemplate.csv}}
|data=
dataname=dataName,
project=requiredProjectName,
density=density_kgm3,
vapor=heatofVaporization_MJkg,
specialty=specialties/2/armorSpecialty,
specialtyval=specialties/2/value,
volatiles=weightedBuildMaterials/volatiles,
metals=weightedBuildMaterials/metals,
nobles=weightedBuildMaterials/nobleMetals,
exotics=weightedBuildMaterials/exotics,
xrayhv=xRayHalfValue_cm,
baryonhv=baryonicHalfValue_cm,
}}
=== Basic Version ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align: center;
! rowspan=2|Armor !! rowspan=2|Mass (tons) for 0/0/1 Armor on a Gunship !! rowspan=2|Bonus Resistance !! colspan=4| Resource Cost for 0/0/1 Armor on a Gunship (% of total cost) !! colspan=2|Armor Needed to Halve Radiation Damage
|-
! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic
|-
{{#for_external_table:|
{{!}}-
{{!}} {{#external_value:{{{dataname}}} }}
{{!}} {{#expr: 4 / {{{vapor}}} * 5 * 5 * 3.1415927 round 3}}
{{!}} {{#switch: {{{specialty}}}
| None=
| ChippingResistance={{{specialtyval}}}× Chip Damage Taken
| KineticsResistance={{{specialtyval}}}× Kinetic Damage Taken
| LaserResistance={{{specialtyval}}}× Laser Damage Taken
}}
{{!}} {{#iferror: {{#expr: {{{volatiles}}} * 4 / {{{vapor}}} * 5 * 5 * 3.1415927 / 10 round 4}} | 0}} ({{#iferror: {{#expr: {{{volatiles}}} * 100}} | 0}}%)
{{!}} {{#iferror: {{#expr: {{{metals}}} * 4 / {{{vapor}}} * 5 * 5 * 3.1415927 / 10  round 4}} | 0}} ({{#iferror: {{#expr: {{{metals}}} * 100}} | 0}}%)
{{!}} {{#iferror: {{#expr: {{{nobles}}} * 4 / {{{vapor}}} * 5 * 5 * 3.1415927 / 10  round 4}} | 0}} ({{#iferror: {{#expr: {{{nobles}}} * 100}} | 0}}%)
{{!}} {{#iferror: {{#expr: {{{exotics}}} * 4 / {{{vapor}}} * 5 * 5 * 3.1415927 / 10  round 4}} | 0}} ({{#iferror: {{#expr: {{{exotics}}} * 100}} | 0}}%)
{{!}} {{#expr: {{{xrayhv}}} / (400000 / {{{vapor}}} / {{{density}}}) round 3}}
{{!}} {{#expr: {{{baryonhv}}} / (400000 / {{{vapor}}} / {{{density}}}) round 3}}
{{!}}-
}}
|}


=== Detailed Version ===
TODO: Fix armor mass for realistic/cinematic differences!
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align: center;
 
! rowspan=2|Armor !! rowspan=2|Required Project !! rowspan=2|Density (kg / m<sup>3</sup>) !! rowspan=2|Heat of Vaporization (MJ / kg) !! rowspan=2|Thickness per point (cm) !! rowspan=2|Mass (tons) for 0/0/1 Armor on a Gunship !! rowspan=2|Bonus Resistance !! colspan=4| Resource Cost for 0/0/1 Armor on a Gunship (% of total cost) !! colspan=2|Half Value (cm) !! colspan=2|Armor Needed to Halve Radiation Damage
<tabber>
|-
|-|Basic View=
! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !! X-Ray !! Baryonic !! X-Ray !! Baryonic
{{#invoke:ShipArmorLister|ListBasicArmor}}
|-
|-|Detailed View=
{{#for_external_table:|  
{{#invoke:ShipArmorLister|ListDetailedArmor}}
{{!}}-
</tabber>
{{!}} {{#external_value:{{{dataname}}} }}
 
{{!}} {{#ifeq: {{{project}}} | | | {{#external_value:{{{project}}} | Alien Only}} }}
=== Effects on Hab Modules ===
{{!}} {{{density}}}
 
{{!}} {{{vapor}}}
Researching new non-exotic armors also improves the defenses of hab modules.
{{!}} {{#expr: 400000 / {{{vapor}}} / {{{density}}} round 3}}
 
{{!}} {{#expr: 4 / {{{vapor}}} * 5 * 5 * 3.1415927 round 3}}
{{#invoke:ShipArmorLister|ListHabEffects}}
{{!}} {{#switch: {{{specialty}}}
 
| None=  
Station (space hab) defense modules always have armor equal to <code>5 * tier</code>.
| ChippingResistance={{{specialtyval}}}× Chip Damage Taken
 
| KineticsResistance={{{specialtyval}}}× Kinetic Damage Taken
Base (ground hab) modules don't really have HP, but instead have a chance to be destroyed each time damage penetrates their armor.
| LaserResistance={{{specialtyval}}}× Laser Damage Taken
 
}}
Combat module are
{{!}} {{#iferror: {{#expr: {{{volatiles}}} * 4 / {{{vapor}}} * 5 * 5 * 3.1415927 / 10 round 4}} | 0}} ({{#iferror: {{#expr: {{{volatiles}}} * 100}} | 0}}%)
*Powered Marine Modules
{{!}} {{#iferror: {{#expr: {{{metals}}} * 4 / {{{vapor}}} * 5 * 5 * 3.1415927 / 10  round 4}} | 0}} ({{#iferror: {{#expr: {{{metals}}} * 100}} | 0}}%)
*Powered Defense Modules
{{!}} {{#iferror: {{#expr: {{{nobles}}} * 4 / {{{vapor}}} * 5 * 5 * 3.1415927 / 10  round 4}} | 0}} ({{#iferror: {{#expr: {{{nobles}}} * 100}} | 0}}%)
 
{{!}} {{#iferror: {{#expr: {{{exotics}}} * 4 / {{{vapor}}} * 5 * 5 * 3.1415927 / 10  round 4}} | 0}} ({{#iferror: {{#expr: {{{exotics}}} * 100}} | 0}}%)
Critical modules are
{{!}} {{{xrayhv}}}
*Unpowered Marine Modules
{{!}} {{{baryonhv}}}
*Unpowered Defense Modules
{{!}} {{#expr: {{{xrayhv}}} / (400000 / {{{vapor}}} / {{{density}}}) round 3}}
*Power Plants
{{!}} {{#expr: {{{baryonhv}}} / (400000 / {{{vapor}}} / {{{density}}}) round 3}}
*Hab Core
{{!}}-
 
}}
Alien Diamondoid Armor is used by Alien Habs that are not near the Wormhole while Alien Exotic Armor is used by Alien Habs that are near the Wormhole
|}


== Sources ==
== Sources ==
This table is computed using data from [[File:TIShipArmorTemplate.csv]].
This table is computed using data from [[TIShipArmorTemplate CSV]], [[TIHabModuleTemplate CSV]], [[TIShipArmorTemplate EN]], and [[TIProjectTemplate EN]].




{{Templates_Navbox}}
{{Templates_Navbox}}

Latest revision as of 23:52, 30 January 2026

This page presents a list of all space ship armors in Terra Invicta, as well as their stats. For a discussion of the game mechanics for space ships see Spaceships instead.

Table of Ship Armors

TODO: Fix armor mass for realistic/cinematic differences!

Armor Mass (tons)
for 0/0/1 Armor on a Gunship
Bonus Resistance Resource Cost for 0/0/1 Armor on a Gunship Armor Needed to Halve Radiation Damage
volatiles Volatiles base metals Base Metals noble metals Noble Metals exotics Exotics X-Ray Baryonic
Boron Carbide Armor 44 0.75× Kinetic Damage Taken 2.2 2.2 0 0 0.999 0.621
Exotic Armor 4.488 0.1795 0.1885 0.0763 0.0045 2.002 4.621
Steel Armor 46.2 0.75× Chip Damage Taken 0.0924 4.5276 0 0 0.267 1.001
Hybrid Armor 3.927 0.75× Laser Damage Taken 0.1492 0.1767 0.0648 0.002 1.8 4.4
Alien Exotic Armor 4.488 0.1795 0.1975 0.0673 0.0045 2.002 4.621
Alien Diamondoid Armor 5.277 0.2902 0.1847 0.0528 0 4.822 31.021
Composite Armor 20.944 1.0472 0.5236 0.5236 0 1.107 5.211
Foamed Metal Armor 13.09 0.75× Chip Damage Taken 0.1963 0.9163 0.1963 0 1.623 7.446
Nanotube Armor 10.613 0.6368 0.3715 0.0531 0 2.533 19.779
Silicon Carbide Armor 31.733 1.5867 1.5867 0 0 0.723 4.608
Titanium Armor 35.822 0.75× Chip Damage Taken 0 0.1791 3.4031 0 0.444 1.11
Adamantine Armor 5.277 0.75× Kinetic Damage Taken 0.2902 0.1847 0.0528 0 4.822 31.021

Armor Required Project Density
(kg/m³)
Heat of Vaporization
(MJ/kg)
Thickness per point
(cm)
Mass (tons)
for 0/0/1 Armor on a Gunship
Bonus Resistance Resource Cost for 0/0/1 Armor on a Gunship Half Value (cm) Armor Needed to Halve Radiation Damage
volatiles Volatiles base metals Base Metals noble metals Noble Metals exotics Exotics X-Ray Baryonic X-Ray Baryonic
Boron Carbide Armor 2520 7.14 22.231 44 0.75× Kinetic Damage Taken 2.2 2.2 0 0 22.2 13.8 0.999 0.621
Exotic Armor Exotic Armor 2200 70 2.597 4.488 0.1795 0.1885 0.0763 0.0045 5.2 12 2.002 4.621
Steel Armor 7850 6.8 7.493 46.2 0.75× Chip Damage Taken 0.0924 4.5276 0 0 2 7.5 0.267 1.001
Hybrid Armor Hybrid Armor 2000 80 2.5 3.927 0.75× Laser Damage Taken 0.1492 0.1767 0.0648 0.002 4.5 11 1.8 4.4
Alien Exotic Armor The AliensAlien Only 2200 70 2.597 4.488 0.1795 0.1975 0.0673 0.0045 5.2 12 2.002 4.621
Alien Diamondoid Armor The AliensAlien Only 1800 59.534 3.733 5.277 0.2902 0.1847 0.0528 0 18 115.8 4.822 31.021
Composite Armor Composite Armor 1930 15 13.817 20.944 1.0472 0.5236 0.5236 0 15.3 72 1.107 5.211
Foamed Metal Armor Foamed Metal Armor 920 24 18.116 13.09 0.75× Chip Damage Taken 0.1963 0.9163 0.1963 0 29.4 134.9 1.623 7.446
Nanotube Armor Nanotube Armor 1720 29.6 7.857 10.613 0.6368 0.3715 0.0531 0 19.9 155.4 2.533 19.779
Silicon Carbide Armor 3210 9.9 12.587 31.733 1.5867 1.5867 0 0 9.1 58 0.723 4.608
Titanium Armor 4820 8.77 9.463 35.822 0.75× Chip Damage Taken 0 0.1791 3.4031 0 4.2 10.5 0.444 1.11
Adamantine Armor Adamantine Armor 1800 59.534 3.733 5.277 0.75× Kinetic Damage Taken 0.2902 0.1847 0.0528 0 18 115.8 4.822 31.021

Effects on Hab Modules

Researching new non-exotic armors also improves the defenses of hab modules.

Armor Armor Value for Ground Hab Modules HP Value for Space Hab Modules
Combat Modules Critical Modules Other Modules Point Defense Array Layered Defense Array Battlestation
Boron Carbide Armor 2.86 × Module Tier 1.43 × Module Tier 0.71 × Module Tier 10.71 26.78 142.8
Steel Armor 2.72 × Module Tier 1.36 × Module Tier 0.68 × Module Tier 10.2 25.5 136
Composite Armor 6 × Module Tier 3 × Module Tier 1.5 × Module Tier 22.5 56.25 300
Foamed Metal Armor 9.6 × Module Tier 4.8 × Module Tier 2.4 × Module Tier 36 90 480
Nanotube Armor 11.84 × Module Tier 5.92 × Module Tier 2.96 × Module Tier 44.4 111 592
Silicon Carbide Armor 3.96 × Module Tier 1.98 × Module Tier 0.99 × Module Tier 14.85 37.13 198
Titanium Armor 3.51 × Module Tier 1.75 × Module Tier 0.88 × Module Tier 13.16 32.89 175.4
Adamantine Armor 23.81 × Module Tier 11.91 × Module Tier 5.95 × Module Tier 89.3 223.25 1190.68
Alien Diamondoid Armor 23.81 × Module Tier 11.91 × Module Tier 5.95 × Module Tier 89.3 223.25 744.18
Alien Exotic Armor 28 × Module Tier 14 × Module Tier 7 × Module Tier 105 262.5 875

Station (space hab) defense modules always have armor equal to 5 * tier.

Base (ground hab) modules don't really have HP, but instead have a chance to be destroyed each time damage penetrates their armor.

Combat module are

  • Powered Marine Modules
  • Powered Defense Modules

Critical modules are

  • Unpowered Marine Modules
  • Unpowered Defense Modules
  • Power Plants
  • Hab Core

Alien Diamondoid Armor is used by Alien Habs that are not near the Wormhole while Alien Exotic Armor is used by Alien Habs that are near the Wormhole

Sources

This table is computed using data from TIShipArmorTemplate CSV, TIHabModuleTemplate CSV, TIShipArmorTemplate EN, and TIProjectTemplate EN.