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Armor   Small Beacon

Armor12
"Reduces system damage of adjacent rooms."

Armor1
Armor2
Armor3
Armor4
Armor5
Armor6
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Armor7
Armor8
Armor9
Armor10
Armor11
Armor12
Level 7 Level 8 Level 9 Level 10 Level 11 Level 12

Statistics
Ship Level 1 2 3 4 5 6 7 8 9 10 11
Number Available 5 5 15 15 20 20 25 30 35 40 50
Size
1x1
Level Armor Value Cost
central
Ship Level Required
1 2 5 1
2 4 200 2
3 5 1K 3
4 6 4K 4
5 7 16K 5
6 8 25K 6
7 9 50K 7
8 10 120K 8
9 11 250K 9
10 12 500K 9
11 14 800K 10
12 16 1.2M 11

Summary

Armor is one of the most vital components for defense in Pixel Starships. It's indestructible, can't be targeted, and serves as a barrier that prevents Crew movement. However, its main purpose is to reduce System, Direct Hull, and Ultra Dismantle damage dealt to rooms. Armor will apply this affect the rooms above, below, left, or right of it, but it will not affect rooms diagonal to it.

Usage

When To Use

Every powered room on the player's ship should have Armor, no exceptions. The damage reduction offered with Armor is incredibly important for survivability, and a room with no Armor is essentially a weak point on the player's ship.

Armor Priority

Since Armor isn't unlimited, the player needs to prioritize rooms based on their size and maximum power consumption. Below is a list of rooms and how much Armor they should get. It’s not completely objective, so it’s best to experiment with Armor placement using the list as a broad guide (Listed left to right).

Rooms 1 Armor 1 Rooms 2 Armor 2
•Unpowered Rooms:
•2x2 Rooms (1PowerIcon):
•2x2 Rooms (3PowerIcon):
REA:
•3x2 Rooms (2PowerIcon):
•3x3 Rooms:
HAN:
0 Armor (EX: BED)
4-6 Armor (EX: BT)
3-5 Armor (EX: AS)
3 Armor
3-5 Armor (EX: MLZ)
2-4 Armor (EX: ION)
3-4 Armor
•1x2 Rooms:
•2x2 Rooms (2PowerIcon):
Anti Craft Laser:
MML:
SHL and TLP:
•3x2 Rooms (3+PowerIcon):
•4x2+ Rooms:
1-2 Armor (EX: Gas Trap)
3-5 Armor (EX: RA)
4-6 Armor
4-8 Armor
5-8 Armor
3-4 Armor (EX: PLA)
2-4 Armor (EX: FRE)

Crew Interactions

ArmorBlockage1
ArmorBlockage2
ArmorPass1
Prevents Crew Movement Prevents Crew Movement Allows Crew Movement

Advanced Armor Strategies

ArmorSandwhich
ArmorLayer
ArmorLift
This strategy utilizes Armor to protect two adjacent rooms while still allowing Crew movement. This is known as "Sandwiching" and utilizes Armor to protect two rooms on top of each other. The Armor placed on top of the Lift protects the room while still letting the Lift reach the room.

Damage Reduction Formula

Formula

 1/(1+(Combined Armor Stat*0.01)) * Applicable Damage

Guide

The Armor value on an Armor block does not directly correlate with damage reduction. In order to avoid a 100% damage reduction, the above formula is designed to give diminishing returns the higher the Armor value is. If multiple blocks of Armor are used to protect a room, their Armor values are combined for the formula.

Examples

  • Example 1: A room protected by an Armor stat of 30 takes 3 System Damage. The formula becomes 1/(1+(30*0.01)) * 3 = 2.30769230769, reducing the System Damage the room takes to 2.30769230769, which truncates to 2.30.
  • Example 2: A room protected by an Armor stat of 300 takes 1 System Damage. The formula becomes 1/(1+(300*0.01)) * 1 = 0.25, reducing the System Damage the room takes to 0.25.
  • Example 3: A room protected by an Armor stat of 100 takes 1 Crew Damage. Since Crew Damage is not reduced by Armor, the formula will not be applied.

Trivia

  • Fully upgrading an Armor block from level 1 to level 12 will cost Mineral 2,966,205.
    • It will cost a grand total of Mineral 148,310,250 to do this to every Armor block at level 11.



Non-Powered Rooms


Armor / Corridors

ArmorSmall BeaconLiftService Vent


Support Rooms

BridgeCommand CenterComputer RoomFleet CouncilLaboratoryGymZaki Dragon GymGalaxy GymAcademy


Bedrooms

BedroomCaptain's QuartersDog HouseXmas TreeCat HouseAquariumGraveyardOvenZakian CryopodCar GarageCryopod


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