Hull

Hull or armor is a measure of hitpoints of a vehicle.
Armor that take damage from weapons, explosions or impacts from other vehicles will reduce the hitpoints of the armor. Once a vehicle's armor reaches zero, the vehicle will explode. For player vehicles, this will end the current mission, and presumably kill the Pilot, incurring a hefty "funeral expenses". 
Armor does not regenerate over time, and cannot be repaired during a Mission. Vehicles usually have shielding to protect the armor from damage, and can be replenished by picking up Shield Particles.
For simplicity, while there are several different armor types listed in the Acquisitions entry, each vehicle uses the same armor, but at varying quantities.
== Acquisitions Entry ==
A broad variety of reactive and ablative armors are currently fielded. The former counters kinetic munitions while the latter counters energy weaponry (outside some exceptions). Reactive armors are favored by most terrestrial armies, while Spacers utilize ablative armors almost exclusively. Predominating type still varies between faction and locale, but we have found most conform to this model.Spacers universally rely both on hardshields and energy weapons due to mass constraints. The potency of energy weapons against hardshields also explains Spacer preference for ablative instead of reactive armors: a Spacer is most likely to die at the hands of other Spacers, so they equip themselves accordingly.The NEP exhibits an understanding of both armor principles. Reactive armor is more common, though explosive reactive and active armor systems are largely avoided. This is likely due to the risks these pose for friendly infantry and civilians. Overall the NEP favors a balanced distribution, and exhibits a military competence that exceeds their counterparts in the Outer Colonies.Corvid vehicles use a crude non-explosive reactive armor. Massed layers of metal, car, and concrete, with a rubbery insulate injected between. We suspect the design is propagated through cultural reinforcement; Corvid education precludes a scientific understanding of this communal breadth. Most Covids localize armor only to the cockpit—"armored bathtubs" is largely accurate. The dearth of outer plating allows kinetic munitions to overpenetrate, minimizing mechanical damage at the crew's expense. This explains both high Corvid mortality and their rapid redeployment of downed vehicles. Given the frequency that it appears in NEP psych reports, "Corvid Claret" is both effective and intentional.-Beynder, SNC Informatics Division"
Category:Lore
Category:Gameplay Mechanics