Tank Armor

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Tank Armour is a mechanic in most armoured vehicles that allows them to potentially deflect certain kinds of penetrating projectiles.

Vehicles with Tank Armour

Vehicles that have Tank Armour: Heavy-Duty Trucks, Armoured Cars, Landing APCs, Half-Tracks, Tankettes, Tanks, Train Combat Cars, Gunboats, and Large Ships.

Field Guns, Freighter, Barge, most train cars, and locomotives are very resistant to some Damage Types but do not have Tank Armour so they cannot deflect shots.

Penetrating Rounds

Only certain types of penetrating projectiles can potentially be deflected, their descriptions mention they "can penetrate armour". If deflected, they deal no damage and produce a "pssht" sound and some sparks. If they successfully penetrate they deal their damage normally. All other types of weapons will always apply their damage but that amount is usually less than an anti-tank projectile. The following ammo types try to penetrate Tank Armour: No results The anti-tank bullets fired by Anti-Tank Pillbox and Garrisoned House also try to penetrate the armour.

Armour Integrity

Every vehicle with Tank Armour has a hidden amount of Armour hitpoints. The state of a vehicle's Tank Armour is reflected visually by wear and tear. Successful penetrating hits reduces the Armour hitpoints by an amount equal to the damage dealt to the vehicle. Deflected shots do not degrade the armour. Certain non-penetrating ammunition and explosives can also reduce the Armour hitpoints. By default they reduce the Armour hitpoints by the damage they deal but certain weapons can have multipliers. The following explosives and ammunition degrade Tank Armour: No results

Armour Repair

Tank Armour of land vehicles can only be repaired at Garages costs 100 Basic Materials. For ships (gunboats), Tank Armour can only be repaired at Shipyards and costs 50 Basic Materials. For Large Ships, tank armour is repaired at a Dry Dock and costs 10 Naval Shell Platings.

Vehicles specific to one faction cannot have their Tank Armour repaired by the other faction.

Vehicle Packaging

Vehicles cannot be packaged if their Tank Armour is not fully intact. Trying to package a vehicle can be an easy way to verify its Tank Armour is intact.

Penetration Chance

Penetration chance in function of damage taken since last garage repair.

Every vehicle with Tank Armour has a unique base penetration chance percentage (e.g. A penetrating projectile with no other bonuses has a 55% chance to penetrate an APC).

Once the percentage of Tank Armour stripped is higher than the base penetration chance it becomes the new penetration chance for the vehicle.

Most armoured vehicles cannot have all their armour removed, they each have a specific maximum threshold to the penetration chance before bonuses are applied (e.g. the penetration chance on an APC before bonuses can't go higher than 90%)

Bonuses

Ammo Type:
Certain ammo types have a specific bonus multiplier to their penetration chance:

Ammo Type multiplier
30mm, RPG, 40mm x1
Ignifist 30, AP⧸RPG, 68mm x1.5
75mm x1.5
94.5mm x2
ARC⧸RPG x2.5 (but no range&angle bonuses)

Range:
Closer shots have a higher chance to penetrate. The bonus starts below 30m (measured between the gun's muzzle and the impact area on the target vehicle) and gives +1 point for every meter (i.e. max(0,distance-30)). It can thus give +30 points at point blank range. The one exception is the ignifist for which the bonus starts below 15 meters. Range bonus only applies if the projectile actually hits the vehicle rather than explodes close to it.

Angle:
More direct shots (orthogonal) have a higher chance to penetrate the side and rear armour (side/rear being defined by the vehicle hitbox and not by subsystems like tracks). The bonus is relatively small for shallow angles but is about +30 points at 45° and it can be as high as +40 points when the angle is between 75 and 90°. Angle bonus only applies if the projectile actually hits the vehicle rather than explodes close to it.

Penetration Calculation

The total penetration chance can be summarized in one equation: P = M*min(S0,max(P0,S))+R+A

  • P: Total penetration chance (%)
  • P0: Min Penetration Chance (%)
  • S: Tank Armour Stripped (%)
  • S0: Maximum Armour Stripped (%)
  • M: Ammo Type Multiplier
  • R: Range Bonus (percentage points)
  • A: Angle Bonus (percentage points)

Examples:
A Silverhand - Mk. IV has 13300 armour hitpoints, a minimum penetration chance of 27%, and a Maximum Armour Stripped percentage of 67%. Here are the penetration chances for various scenarios:

  • Intact Armour (0% stripped), shot frontally by an AP⧸RPG from 20 meters away: P = 1.5*min(67,max(27,0))+10+0=50.5%
  • 6000 Armour hitpoints lost (45% stripped), shot by a 30mm shell on the side at 80° angle from 30 meters away: P = 1*min(67,max(27,45))+0+40=85%
  • All Armour hitpoints lost (100% stripped), shot by an ARC⧸RPG: P = 2.5*min(67,max(27,100))+0+0=167.5%

See Also

Video Explanation

The Devs explaining the Tank Armour system during a devstream (at the 39 minute mark):

Gallery