Armor

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When an unit is attacked in normal combat, the armor's value is used as the combat value. Armor is optional for your units. If you don't chose an armor the game considers you to have chosen "no armor," which has an armor rating of 1. Every unit has either at least an armor rating of 1.

Armor Table
Name Rating Cost Prerequisite Notes
No Armor 1 1 None
Synthmetal Armor 2 2 Industrial Base
Plasma Steel Armor 3 3 High Energy Chemistry
Pulse 3 Armor 3p 5 High Energy Chemistry •+25% when defending against speeders and hovertanks.
•Requires Alien Crossfire Expansion.
Resonance 3 Armor 3r 5 Field Modulation •+25% when defending against psi attackers.
•Requires Alien Crossfire Expansion.
Silksteel Armor 4 4 Silksteel Alloys
Photon Wall 5 5 Photon/Wave Mechanics
Probability Sheath 6 6 Probability Mechanics
Neutronium Armor 8 8 Matter Compression
Pulse 8 Armor 8p 11 Super Tensile Solids •+25% when defending against speeders and hovertanks.
•Requires Alien Crossfire Expansion.
Resonance 8 Armor 8r 11 Sentient Resonance •+25% when defending against psi attackers.
•Requires Alien Crossfire Expansion.
Antimatter Plate 10 10 Matter Editation
Stasis Generator 12 12 Temporal Mechanics
Psi Defense  ? 6 Eudaimonia •Allows a conventional unit to initiate psi combat with another unit when it is attacked.