Kalran: Tales of the four nations/Damage and armor types

Basic damage and armor system
In Kalran: Tales of the four nations three types of ground and air units exist, Infantry, Vehicle/Cavalry, and Armor for ground. And Gunship/Flying Cavalry, Plane, and Heavy Plane with five corresponding weapon types, Rending, Gun for Infantry, Cannon and Piercing for vehicles, and Autocannon for both with a basic counter system.

Counter system
The first is a counter system based around the three unit types and the three weapon types; Autocannon, Gun, and Cannon are able to hit both types, but Gun/Cannon damage is reduced to a quarter against Armor/Infantry, while Autocannons deals half damage to Light and Heavy. Aircraft on the other hand can be targeted by all three but said weapon types need to be able to hit flying units. While Rending and Piercing ignore armor of infantry and vehicles, respectively, deal double damage to medium units, and ignore Superheavy Armor damage reduction, but is incapable of damaging armor (Rending) or infantry (Piercing).

Damage
Damage is calculated easily. With the base damage times by rate of fire and then deducted by armor and tags.

DPS: Base damage x ROF (example: Vanguard Rifle: 15 x 4 = 60)

Defense: Damage x 1(autocannon) or 2(rending or gun against infantry/piercing or cannon against armor) ÷ Superheavy (if possible) - armor (rending/piercing ignores armor)

Special damage types
There are also three special damage types, Explosive, Siege, and Melee and a special armor type, Light and Heavy Structure.

Melee can damage all types and ignores structure damage reduction, and any unit that tries to retreat normally will take double damage. Units locked in melee also takes incoming range damage by half but take damage from friend and foe.

Light structures reduce all non-explosive/siege damage by half while Heavy reduces all of it to a quarter.

Explosive ignore everything, dealing true damage, and double damage against structures.

Siege ignores structure damage reduction but damage is halved against Heavy structure and reduced to a quarter against everything else.

Firing randomness
An attribute of Weapons that is one factor in determining how accurate the weapon is against a fixed point. Firing Randomness is a specifically defined value by the weapon, but is slightly difficult to predict the outcome of because its effect is amplified by Range. Essentially, the result of firing randomness is Maximum Deviation = k × Distance to target × Firing Randomness.

Every shot will land at the Maximum Deviation from the target or closer, where k is a constant. As such, a lower firing randomness makes for a higher accuracy. Units without a Firing Randomness value use 0 in that equation, and will thus always fire on course to hit its target.

Some units have a different value for Firing Randomness while moving than they do when still. The Hammer from the Reclaimers is one such example.

Infantry
Most infantry comes in squad sizes, where its cheaper to reinforce then replace them most of the time, while their small size allows them to garrison, use cover, move through and are hidden in dense terrain, immune anti-tank weaponry, can hide/ambush, and capture POWs. But in turn, they can be suppressed/pinned, vulnerable to morale damage, and are easily killed by area of effect weapons. They also have directionality similar to vehicles, taking more damage when shot at the side and the rear, but they will always turn to face their enemy, meaning it requires two units to attack at an infantries flanks/rear, with a minor exception to a first attack out of stealth.

Vehicle
Vehicles are significantly tougher than infantry and immune to small arms but are unable garrison or reinforce, and takes more damage to the sides and particularly the rear, and most have their vision range is shorter than their attack range, and are close to blind when it comes to their sides and rear, necessitating infantry to act as spotters and guard their flanks and rears. And can also suffer from critical damages, from damaged engines to a busted gun.

Aircraft
Aircrafts are more frail compared to vehicles but they can fly, allowing them to avoid most weapons.

Critical damage
A unique type of damage only inflicted to vehicles and aircrafts. Critical damages incapacitates to crippling a vehicle, and if done well can turn the tide of battle.

Whether a vehicle gets damage there is a small chance, which increases when hitting the rear, that damage is a critical, which can be temporary to permanent until repaired. But some weapons and abilities, like the Defenders LAW, can cause a guaranteed type of critical.

Temporary
Stunned crew: Vehicle is briefly stunned

Stunned commander: Vehicle is briefly debuffed

Jammed tracks/legs: vehicle is temporarily immobilized

Jammed weapons: vehicle can't attack

Permanent
These damages will stay until repaired

Damaged autoloader: Vehicle rate of fire drastically decreases

Damaged engines/leg: Vehicle drastically slows down

Damaged tracks/hoverdrive/legs: Vehicle becomes immobilized, if critical hoverdrive over the sea vehicle will sink

Damaged turret: Vehicle must now turn itself to fire at enemy

Damaged gun: Vehicle can't attack

Killed crew: Vehicle crew dies but vehicle remains somewhat intact, allowing commander or opponent to take it, but its heavily damaged most of the time. Aircrafts can't get this damage

Killed gunner: Vehicle can't attack

Killed loader: Vehicle rate of fire decreases

Sub-system
A unique mechanic, limited to epic units and a few special units, is the sub-system.

These units are unique in that they are large/complex enough that each specific system, from the armaments to the engine, can be individually targeted. Compared to critical these individual modules are harder to destroy but doing so will lead to the unit losing any function linked to it until its repaired, ranging from being unable to fire that specific weapon to becoming immobilized. And all of the modules must be destroyed to kill these units, with a few exceptions.

Special tags
In game units and/or their weapons may have special tags to tip the battle

Amphibious (X%)
These units can operate on both land and water, but speed may decrease to X percentage.

Apathetic
These units are immune to all morale damage.

Armored
These units are immune to all damages that is not piercing/sundering.

Berserk
Instead of retreating when their morale breaks, these infantry gains increase damage and speed and will attack the nearest unit but becomes uncontrollable for some time.

Bulky
These units takes up two spaces in transport and/or garrison.

Camouflage
When in dense terrain, these units gain stealth until they leave terrain or attack.

Cannon fodder
Nearby infantry will not lose morale when witnessing these units dying, unless their also tagged as cannon fodder.

Cap (X)
Damage to these units can't go above X.

Capture
These units can capture structures, neutral and enemies

Cliffjumper
These unit can jump/walk up and down cliffs.

Cloak (moving/attacking/detected/X)
These units can become invisible until moving, attacking, getting detected, or being within X range of a unit.

Circling (X)
Radius in which certain aircraft move while idle.

Coordination (X/Y/Z)
These unit gains buff when near X amount of units, Y types of units, at Z distance.

Crusher
These units can crush vehicles, walls, and small structures.

Death cry
These units produce an effect upon dying.

Degenerates (X)
These units lose X amount of health per second.

Degrades
These units are mechanically complex and react poorly to damage. When these units hit yellow or red damage, their movement slows and their ability recharges take much longer.

Detector (X)
These units detect stealthed units in a radius of X.

Disciplinarian
These units will instantly kill any infantry who retreats from morale break, healing morale damage to remaining and surrounding squads.

Disengage
These units can avoid damage when retreating from melee.

Elite
These units takes half damage from all sources.

Empower (X)
These unit buffs other units in X radius

Engineer
These units can repair structures, fix bridges, clear mines, and place explosives on walls.

Evade (X/Y)
Unit has X chance to avoid incoming damage, takes half damage at Y chance if attack hits.

Fearless
These units are immune to stunning and suppression.

Fire Magnet
Any attempt to fire through the target will strike it instead.

Forcefield (X)
These units have a secondary health bar that depletes first and regenerates out of combat, but takes double damage to EMP/MDP.

Formation (X)
These infantry gains buff when squad size is above X but gains debuffs when below X.

Frail
These units takes double damage from all sources.

Frenzied
These units cannot be suppressed if in the presence of other units with the Frenzied tag.

Garrison expert
These units are immune to degarrison weapons

Garrison specialist
These units are immune to damage when garrisoned and will only take half damage when garrison is destroyed with them in it.

Heavy
These units can't be transported by flying units

High altitude
These aircraft can only be targeted by weapon with the long range tag.

Hovers
These units don't quite touch the ground. Hovering units take half damage from mines and can strafe, but tend to have long acceleration and deceleration times.

Infiltrator
These units will not be automatically attacked by enemy units and defenses, needing the enemy command to force attack them.

Invisible on radar
Unit cannon be seen on minimap unless within sight of a detector or attacked.

Minesweeper
These units takes 10% damage from mines.

Move Through Cover
The unit is not affected/slowed down by dense terrain and vaults over cover quickly, skirmisher units gains speed boost.

NBC Protection
Units are stunned half as long by stun weapons and take reduced damage from afterburn damage.

Omni
These vehicles don't have directionality vulnerability.

Regenerator (X)
Gains the number indicated of health back per second.

Rooted
These units are resistant to knockbacks.

Shield (X)
These units have X amount of armor when attacked by non-piercing/rending ranged weapons in one direction, which is doubled against range attacks, and halves suppression effects.

Skirmisher
Skirmisher units can move through any terrain, aircraft are invisible on radar instead, while firing weapons, even off-axis. But vehicles and aircraft takes triple damage and when infantry is suppressed goes to pinned immediately. And all takes increased damage from Rending/Piercing weapons.

Stability (X)
These unit will degenerate once X runs out.

Superheavy
Superheavy units reduce all non Piercing/Rending damages by half unless flanked, in which case they take normal damage, while infantry are immune to suppression, instead being heavily slowed and having their vision reduced. But vehicles are unable to move through dense terrain, while infantry are heavily slowed in said terrain, aircrafts are visible on the map when near a unit, and Rending/Piercing weapons ignores the reduction.

Surrender
These units, once appropriate upgrade is purchased, will always surrender when attacked by such weaponry.

Taunt (X/Y)
Unit in X radius will move to attack tagged unit, ignoring any prior and oncoming orders for Y seconds.

Take-Off Speed (X)
Speed at which airplanes take off.

Tall
These ground units can be hit by anti-air weaponry. Or these air units can be hit by ground attacks

Terrifying
This unit deals heavy morale damage to units that sees it.

Thick-skinned
These aircrafts takes half damage from non armor piercing/disruptor weapons.

Timed life (X)
Unit instantly dies once X reaches 0.

Tough
These units takes reduced afterburn damage.

Transport (X)
Can transport the indicated number of infantry units.

Unbreakable
These units will not retreat even when morale breaks, but will suffer a major debuff to stats.

Uncrushable
Cannot be crushed by vehicles.

Unstoppable
This unit is not slowed when crushing enemies and reduces slow effects.

Volatile
Upon death, these units explodes.

Wading
These units can walk underwater or on land. But when on territory they were not designed for, they move slower, have lower defences, and cannot attack.

Wheeled
Vehicle is slowed in dense terrain, stacks with superheavy.

Afterburn (X/Y)
Continues to do X damage per second for Y seconds after the attack strikes.

Ambush
These weapons deal quadruple damage when attacking while stealthed.

Area of Effect (X)
Area of effect weapons deal damage in a radius, with no drop-off from the epicenter of the blast.

Backstab
Weapons deal quadruple damage when attacking units rear and sides or supressed/pinned infantry.

Blind (X%)
Weapon reduces units range by X percent.

Charge defense
These weapons nullifies charge bonus, and reflect damage to units with furious charge.

Charge
Infantry and cavalry speed boost when charging into melee is doubled, reduces oncoming damage by a quarter, halves suppression damage, and deals double damage upon impact

Charge up (X)
Weapon takes X seconds to fire.

Cleaving (X)
Weapons attacks deals damage to units besides or behind target at X radius.

Corrosive
These weapons makes target more vulnerable to damage

CQC (close quarters combat)
These range weapons can be used in melee.

Cryo
Freezes rather than doing damage.

Degarrison
These weapons instantly kills units inside garrisons.

Disable (X)
These weapon makes target unable to attack for X seconds

Drop-Off
Weapons that Drop-Off do less damage the farther away the target is.

Dumb Fire
This weapon is a projectile that will not follow its target in flight, so it may miss moving enemies and is more susceptible to point defenses.

EMP/MDP (electromagnetic pulse/magic dispelling pulse)
These weapons stuns vehicles and structures and damages forcefields and mechanical/undead units

Expert charge defense
These weapons deals bonus damage to charging units. And reflects and doubles all damage to enemies with furious charge.

Finishing blow
These weapons deal double damage to suppressed/pinned or retreating units.

Flanking
Weapons deal double damage when attacking units rear and sides or suppressed/pinned infantry.

Furious charge
Infantry and cavalry speed boost when charging into melee is quadrupled, reduces incoming damage by half, immune to suppression, and deals quadruple damage upon impact

Grounding
These weapon forces aircrafts and flying units to the ground, and targetable by ground weapons.

Harasser
This weapon deals double damage to harvesters.

High-Altitude
These weapons can target Protocol Aircrafts

Horrifying
These weapons deals more damage to morale.

Inaccurate (X)
Inaccurate weapons drift off target during flight, not always striking the intended area. The number shows how far a projectile may drift.

Indirect
Indirect weapons don't need line of sight, and can be fired over obstacles.

Instant Kill (X)
These weapons completely negate certain unit classes or armour types, killing them in one shot.

Intimidating (X)
Suppresses in a radius even if the weapon does no area damage.

Knock-Back
Weapons that deal knockback will send enemy infantry flying, and taking extra damage, on impact.

Large targets
These weapons will completely miss non-armored units.

Lift
These weapons lifts up ground units, making them vulnerable to AA weapons.

Limited Ammo (X)
Carries a limited number of shots for the weapon indicated, after which the unit will have to return or wait to reload.

Line Fire
Hits everything on the path to and behind the target.

Lingers (X)
Leaves behind an area for X seconds where it will continue to strike targets.

Lock-On (X)
Weapons with Lock-On take a moment before firing on a target, during which time they must face the target.

Low-Altitude
These weapons can target Aircraft.

Move and Fire
This weapon can be fired while on the move. But with a 50% chance to hit, unless unit is a Skirmisher in which case damage in increased by half when they move.

Multi-attack (X)
These weapons may attack up to X units at once.

Multi-shot (X)
These projectile weapons fires up to x projectiles in a single attack.

Non-lethal
This weapon damage will always cause target to surrender instead of dying, or knocked unconscious for Horde, Reclaimer, Ouroboros, and Cult.

Off-Hand (X)
The unit will take X seconds to swap between this and another primary weapon when attacking, depending on role.

Parry (X)
These weapons grant X amount of armor if unit is fighting in melee.

Piercing
These weapons negates armored and superheavy, shield, and heavy armor damage reductions.

Pinning
Deals suppression damage.

Point defense
Weapon automatically intercepts and destroys projectile.

Pull
These weapon pulls target towards wielder.

Ramp Up (X)
This weapon increases in X Stat the longer the object has been firing.

Reloads (X/Y)
After X shots, this weapon must spend Y time reloading.

Rending (X)
These weapons deals double damage to X type.

Scattergun
Scattergun weapons hit a larger area the farther away the target is.

Siege
Weapons ignore heavy structures damage reduction.

Slow (X%)
Weapon slows unit by X percent.

Splash (X)
Weapons that do splash damage explode over an area, doing less damage farther away from the epicenter. X defines the radius.

Spread
This weapons represent inaccurate suppression fire; they scatter like Inaccurate weapons, but have a small Area of Effect as well.

Stun (X)
This weapon disables targets for X seconds.

Sub-Unit Launch (X/Y)
This unit's weapon uses smaller units such as drones. X defines the names of these units and Y defines the maximum number that can be used at once.

Sundering
These weapons debuffs targets armor.

Tracking
This weapon is a projectile that will follow the enemy in flight but can be intercepted.

Vampire
Vampire weapons convert this percentage of damage dealt into health for the user.

Weaken
These weapons decreases the damage of target.

Warding
Weapons attack pushes enemy units back.