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

Basic damage and armor system
Damage is done in a simple mathematic equation. It begins with whether the attack hit or missed, if it does hit, the damage is calculated as follows: how much damage the attacking unit does minus the the armor the attacked infantry has. The only exception to the final rule is forcefields. Forcefields instead take full damage from all sources, regardless of the unit's size or damage type modifiers but damage is still reduced by shield armor.

Also all damages can never be reduced to zero, unless target is armored, with the minimal damage being 1.

Infantry (light/medium/heavy/superheavy)
Most infantry comes in squad sizes, where its cheaper to reinforce then replace them most of the time, and are split between light, medium, heavy, and superheavy.

Light infantry can fire their weapons while moving, even when moving away from target, and can move through dense terrain without penalty but immediately becomes pinned when suppressed.

Medium infantry can fire their weapon while moving towards their target, albeit with greater inaccuracies, but will become supressed.

Heavy infantry are immune to suppression, but are heavily slowed down and takes more damage instead, but they must be still to fire.

Superheavy infantry are immune to suppression, but are slowed to a crawl, and reduces all non piercing/disruptor damage by a quarter, but are stunned by artillery strikes, heavily slowed in dense terrain, and takes a few seconds to fire.

Vehicle (light/heavy/superheavy)
Vehicles are significantly tougher then infantry but are unable garrison or reinforce, and takes more damage to the sides and particularly the rear. And are split between light, heavy, also known as tank, and superheavy. And can also suffer from critical damages, from damaged engines to a busted gun.

Light vehicles are not slowed by dense terrain and are resistant to piercing weaponry, due to either overpenetration or their speed allowing them to dodge, but suffers from normal damage

Heavy vehicles are universally armored, making them immune to all non piercing weaponry but are slowed by dense terrain.

Superheavy vehicles are not only immune to non piercing/disruptor weapons but also reduces all oncoming damage by a quarter, but takes more damage to the sides and particularly the rear, and heavily slowed in dense terrrain.

Omni (light/heavy)
Omni-armoured units, like mechs, do not suffer from directionality damage.

Aircraft (light/heavy/protocol)
Aircraft are more frail compared to vehicles but they can fly, and is split between light, heavy, and protocol.

Light aircrafts are vulnerable to any damage that can hit it.

Heavy aircrafts takes half damage from non-piercing/disruptor weapons.

Protocol aircrafts can only be hit by weapon with long range tags, but, like their name indicated, they only come from protocols.

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

Whether a vehicle gets damage there is a small chance 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: vehicle is temporarily immobilized

Jammed weapons: vehicle can't attack

Permanent
Damaged autoloader: Vehicle rate of fire drastically decreases

Damaged engines: Vehicle drastically slows down

Damaged tracks/hoverdrive: 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 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, raning 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 any damage that is not piercing.

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

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

Cloak (moving/attacking/detected)
These units can become invisible until moving, attacking, or getting detected

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 tanks, 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.

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.

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 is vulnerable to EMP/MDP attacks.

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 armor
These infantry takes half damage from non piercing/disruptor projectiles.

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.

Minesweeper
These units takes 10% damage from mines.

Move Through Cover
The unit is not affected/slowed down by certain terrain types.

NBC Protection
Units are stunned half as long by stun weapons and take 25% damage from toxin, thermal, and radiation weapons.

Reduction (X)
Units with these tags reduces all oncoming damage by X amount

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

Shield
These infantry takes half damage from non piercing/disruptor projectiles in one direction.

Stability (X)
These unit will degrade when X runs out.

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.

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.

Too heavy
These units can't be transported by flying units

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.

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.

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

Ambush
These weapons deal double 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.

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

Cryo
Freezes rather than doing damage.

Degarrison
These weapons instantly kills units inside garrisons.

Disruptor
These weapons ignores damage reduction of shield and heavy armor.

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 or get intercepted.

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

Explosive
These weapons ignores all damage resistance.

Flanking
Weapons deal double damage when attacking units rear and sides.

Harasser
This weapon deals double damage to harvesters.

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 on impact.

Large targets (X%)
Weapon is highly inaccurate against infantry. With the percentage indicating likelihood of missing.

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.

Move and Fire
This weapon can be fired while on the move.

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

Piercing
These weapons deals damage to tanks, negates superheavy infantry damage reduction, and negates shield and heavy armor.

Pinning
Deals half-damage but doubles supression.

Point defense
Weapon automatically intercepts and destroys projectile

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.

Rend
These weapons deals double damage to non armored units but deals half damage to heavy armored target

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

Splash (X)
Weapons that do splash damage explode over an area, doing less damage farther away from the epicenter. The number 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 unit weapons deals double damage to armored targets but deals half damage to unarmored targets.

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.

Warding
Weapons attack pushes enemy units back.