Coldweld / The Infinite Diaspora / Reference shelf

Armor and the six faces

Armor is plate on the hull that a round must break through before it reaches anything inside. The game gives a hull six faces of plate, each a grid of pools that wear one at a time.

42 numbers, 9 with an outside source

  • A0 numbers at grade A
  • B6 numbers at grade B
  • C2 numbers at grade C
  • D1 numbers at grade D
  • E33 numbers at grade E

Functionality

3 topics

Your six faces

  • Your hull has six faces: fore, port, starboard, upper, lower and aft.
  • A round meets the face it arrives at, and the bow carries the most plate.
  • Each face is a grid of 3 by 3 pools of plate, 54 on the hull.
  • A round wears only the pool it strikes, and the pool beside it is untouched.
  • A fresh pool is as deep as the plate, so a fresh face stops several hits.
  • A round into a holed pool meets no plate. The yard counts the HOLED pools.
  • Running shows a hostile your stern, where the main drive sits.

Slope

  • A slope is how far a plate leans from square to the round that hits it.
  • A sloped plate reads thicker along the line of fire, so more rounds stop on it.
  • Warships are built with a sloped bow. Freighters are built square.
  • A round that strikes at an angle meets a sloped plate too.
  • The helm may angle a face 30 or 45 degrees, and the angle shows a wider hull.

Plate weight

  • Plate is mass the drive has to push, like cargo in the hold.
  • A heavier ship accelerates slower, so it dodges worse and a lighter hostile runs it down.
  • Each trip also takes longer and burns more fuel.
  • STEEL is the heaviest plate, then LAMINATE, then CERAMIC. SPRAYED ABLATIVE is the lightest.
  • The shipyard gives the weight and the acceleration it leaves before you buy.

Values

42 numbers: 6 B, 2 C, 1 D, 33 E

Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.

Numbers the game runs for armor and the six faces
Quantity Value Grade Source Why this value
The six faces, in print orderFORE, PORT, STARBOARD, UPPER, LOWER, AFT facesEAuthoredNo source recordedChosen so a ship that turns shows a different face to a contact. A box has six faces, and no source sets a count for armor faces.
Share of the plate each face gets, in the same order (bow heaviest)4, 2, 2, 2, 2, 3 partsEAuthoredAtomic Rockets, slowerlight3, Dust and near-light travel passageChosen to put the most plate on the bow and the next most aft. The mirror says a dust speck at near-light speed hits like an explosion.
Pools along one side of a face3 poolsEAuthoredAtomic Rockets, spacewardefense, Section 10: Armor, Damage and SurvivabilityChosen so one round holes one spot of a face and leaves the next spot whole. The mirror has no armor grid. The sources are silent on this figure.
Pools in one face9 poolsEAuthoredNo source recordedFollows from the grid: the number of pools on a face is the grid side times itself.
Depth of a fresh pool, as a multiple of its face's share6 multipleEAuthoredNo source recordedChosen so a spot of plate is as deep as the whole plate, and a fresh pool can stop more than one matched round.
Impact speed where a plate's hardness starts to fade3 km/sBSecondaryAtomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Whipple shield passageThe mirror says Whipple shields become worthwhile at about 3 km/s, the speed at which projectiles begin to melt on impact.
Rating a laminate plate reads per point of depth, the anchor of the speed rule0.5 rating per pointEAuthoredNo source recordedMatches how the plate catalog rates laminate against its depth, so laminate reads its own rating at every speed. No source gives it.
Density of each plate materialROLLED STEEL 7.85, LAMINATE 4.8, SINTERED CERAMIC 3.21, SPRAYED ABLATIVE 1 t/m^3EAuthoredAtomic Rockets, spacegunconvent2, Radiation shielding materials passage: iron at 7.84 g/cm^3 for steel, tungsten at 19.3 g/cm^3Steel and silicon carbide use handbook densities. Laminate mixes silicon carbide with tungsten, about 10 percent by volume. Ablative is chosen. The mirror gives iron and tungsten only.
Density of rolled steel plate7.85 t/m^3BSecondaryAtomic Rockets, spacegunconvent2, Radiation shielding materials, iron at 7.84 g/cm^3 to simulate steelAtomic Rockets says it uses iron at 7.84 g/cm^3 to simulate steel. The game uses 7.85 t/m^3, 0.01 above the page.
Density of sintered ceramic plate (silicon carbide)3.21 t/m^3BSecondaryWikipedia, Silicon carbide: density of the common polytypes, Properties of major SiC polytypes tableWikipedia gives 3.21 g/cm^3 for the common silicon carbide polytypes, the game's value. The table cites the Ioffe Institute page (not opened). The figure is for the crystal, so a porous sintered plate would be lighter.
Density of laminate plate (silicon carbide with tungsten)4.8 t/m^3CDerivedWikipedia, Silicon carbide: density of the common polytypes, Properties of major SiC polytypes table; tungsten from the Atomic Rockets shielding pageThe game mixes about 10 percent tungsten by volume into the ceramic. With tungsten at 19.3 g/cm^3 (Atomic Rockets) and the ceramic at 3.21 g/cm^3, 0.9 x 3.21 + 0.1 x 19.3 = 4.82 t/m^3. The game uses 4.8. The 10 percent is the game choice.
Thickness of one point of plate depth0.0001 mEAuthoredAtomic Rockets, spacewardefense, Section 10: Armor, Damage and SurvivabilityChosen so a median armored hull is about 20 percent slower in laminate. The mirror gives no plate thickness for the game's unit of depth. The sources are silent on this figure.
Most a plate reads as leaning, to keep the line-of-sight factor finite75 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armorThe mirror says sloped armor raises effective thickness by the secant of the angle. The game chose the angle where it stops applying the rule.
Ceiling a full replate costs, by materialROLLED STEEL 0.02, SPRAYED ABLATIVE 0.03, LAMINATE 0.06, SINTERED CERAMIC 0.12 share of ceilingEAuthoredAtomic Rockets, spacewardefense, Section 10, armor ladderChosen so ceramic is scrap after about eight hard fights and steel outlasts a captain. The mirror ranks how materials fail but gives no repair cost. The sources are silent on this figure.
Share of its original depth below which a yard calls a plate scrap0.25 shareEAuthoredNo source recordedChosen as the point where no yard will certify a worn plate. No source gives a scrap limit.
Angles the helm can turn a face to a contact0, 30, 45 degreesEAuthoredAtomic Rockets, spacegunconvent, Kinetics: rods and obliquityChosen as the turns a helm can offer. The mirror says a vessel can turn slightly to raise obliquity but gives no angles.
Warship hull slopes by faceFORE 35, PORT 15, STARBOARD 15, UPPER 10, LOWER 10, AFT 0 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armorChosen: warships are wedged, with the steepest slope at the bow. The mirror advises long, thin nosecones for warships and gives no angle for each face.
Blunt hull slopes by face (carriers, troop transports, multirole)FORE 20, PORT 0, STARBOARD 0, UPPER 0, LOWER 0, AFT 0 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armorChosen: blunt hulls carry a slight bow slope on an otherwise square box. No source gives hull slopes by face. The sources are silent on this figure.
Freighter hull slopes by faceFORE 0, PORT 0, STARBOARD 0, UPPER 0, LOWER 0, AFT 0 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: Armor, Damage and SurvivabilityChosen: freighters are built as square boxes with no slope on any face. No source gives hull slopes by face. The sources are silent on this figure.
Muzzle speed of an autocannon1.5 km/sBSecondaryNavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Muzzle velocity in the Phalanx, Goalkeeper, Bofors and Millennium tables; Atomic Rockets chemical gun paragraphAtomic Rockets gives about 1,750 m/s as the practical limit for chemical guns. NavWeaps gives real autocannon rounds at 1.0 to 1.44 km/s (Phalanx 1,113 m/s, Goalkeeper 983 to 1,225, Millennium 1,050 to 1,440). The game's 1.5 km/s is just above the fastest real autocannon round and below the limit.
Muzzle speed of a coilgun4 km/sEAuthoredAtomic Rockets, spacegunconvent, CoilgunsChosen to keep the range order between gun types. The mirror gives no coilgun speed limit and treats 10 km/s as possible but very long.
Muzzle speed of a railgun6 km/sBSecondaryAtomic Rockets, spacegunconvent, RailgunsThe mirror says the maximum velocity of a railgun projectile is about six kilometers per second.
Standard laminate plate, rating80 ratingEAuthoredNo source recordedChosen for the Standard size: the laminate plate is the balanced line and rates at half its depth, the rule every laminate plate follows.
Standard laminate plate, depth160 pointsEAuthoredNo source recordedChosen for the Standard size: laminate is the balanced line, deeper than ceramic and shallower than ablative.
Standard sintered ceramic plate, rating105 ratingEAuthoredNo source recordedChosen for the Standard size: ceramic is the hard, shallow line, with the highest rating of the three.
Standard sintered ceramic plate, depth100 pointsEAuthoredNo source recordedChosen for the Standard size: ceramic is the shallowest of the three lines.
Standard sprayed ablative plate, rating60 ratingEAuthoredNo source recordedChosen for the Standard size: ablative is the soft, deep line, with the lowest rating of the three.
Standard sprayed ablative plate, depth230 pointsEAuthoredNo source recordedChosen for the Standard size: ablative is the deepest of the three lines.
Standard rolled steel plate, rating48 ratingEAuthoredAtomic Rockets, spacewardefense, Section 10, armor ladderChosen for the Standard size: rolled steel is the improvised rung of the mirror armor ladder, and it rates lower than laminate.
Standard rolled steel plate, depth178 pointsEAuthoredNo source recordedChosen for the Standard size: rolled steel is a little deeper than laminate but rates lower, and its density makes it the heaviest plate.
Girth of the hull model, half-girth over length (sets skin area and the target's width)0.08 ratioEAuthoredNo source recordedChosen to match the drawn hull shape, a long cylinder. No source gives a hull girth.
Length of the median MEDIUM hull, the one anchor the scale uses100 mEAuthoredNo source recordedChosen as the length the menu fight already gives a medium hull. All other hull lengths scale from it.
Most a plate can eat, as a share of that weapon's own damage0.9 shareEAuthoredNo source recordedChosen by the game at 0.90, up from 0.55: at 0.55 a plate was a discount rather than armor, and at 0.90 a matched plate stops a round, with hulls thinned to keep fights the same length.
Share of the damage that went through, charged to the far face on exit0.25 shareEAuthoredNo source recordedChosen by the game: a round that met no plate is nearly spent when it leaves; no source gives an exit loss.
Chance a hit also clips a random installed module0.1 shareEAuthoredNo source recordedChosen by the game; it was flat until 2026-09-20 and now rises as the hull is opened, so this is the base.
The same chance at the brink of death for the hull0.32 shareEAuthoredNo source recordedChosen by the game as the top of the rising chance: the further a hull is opened, the likelier a round finds something that matters.
Damage bands: share of the defender's whole hull0.03, GRAZE, 0.1, BITE, 0.25, SHRED, 0.45, BREACH, 1.01, GUT share of hullEAuthoredNo source recordedBands chosen by the game at 3, 10, 25 and 45 percent of the target's hull, so one axis reads the weapon and the target size together; no source sets a band.
Ship volume per person aboard40 m^3 per personDAnalogyWikipedia, warship displacement and crew: volume per person, infobox displacement and complement of three classesWikipedia gives displacement and crew for three warship classes. Displaced volume per person is 16.5 m^3 (Nimitz), 29.3 m^3 (Arleigh Burke) and 57.1 m^3 (Virginia). The game's 40 m^3 lies inside that spread. The recalled figures in the game comment do not reproduce, and displaced volume is only the part below the waterline. The cited sources for the infobox figures were not opened.
Area of a person a round can strike0.45 m^2CDerivedNASA-STD-3001 Volume 2: crew health, the habitable atmosphere and pressure change, Appendix F, F.4, Table 44, body surface areaThe standard gives crew body surface area as 13,831 to 24,282 cm^2, so 1.38 to 2.43 m^2. The mean area seen from all directions of a convex body is one quarter of its surface area. That gives 0.35 to 0.61 m^2, and 0.48 m^2 at the middle of the range. The game value of 0.45 m^2 sits inside the range. A person is not convex, so this is an estimate.
Stowage factor: cubic meters of hold per tonne of cargo1 m^3 per tonneBSecondaryStowage factor: hold volume per tonne of cargo, table of typical stowage factorsWikipedia and a ship maker's encyclopedia list stowage factors: iron ore 0.4 to 0.5, coal 1.2 to 1.4, grain 1.2 to 2.0 m^3 per tonne. Wikipedia cites a maritime economics textbook for its table (not opened). The game's 1.0 sits between dense ore and coal. The comment's general cargo range of 1.5 to 2 is not stated by either page.
Chance a hit that did not get through still throws shrapnel at the crew0.05 shareEAuthoredNo source recordedChosen by the game: penetration kills and a near miss maims. A suit halves it, which measured about one wound in 14 fights.
Cargo space wrecked per point of a round's penetration0.02 m^3 per pointEAuthoredAtomic Rockets, spacewardefense, Whipple shield (the stuffed Whipple passage)Authored in days of work: 0.02 wrecks 2 days of freight for a 20 millimeter round and 33 for the heaviest missile, and nothing measures it. The mirror says a packed hold is the filler of a stuffed Whipple shield.

Real-world basis

7 points
  • A fast round meets a plate differently from a slow one, because above about 3 km/s the round begins to melt on impact.
  • At that speed the round and the plate both flow like a fluid, so strength matters less and density matters more.
  • A first guide from Los Alamos says a shield must have the same mass per area as the projectile it stops.
  • A Whipple shield is a thin outer sheet set apart from the main armor. It breaks a fast round into a cloud the main armor can handle.
  • At the speeds of orbital debris, such a shield protects as well as a single solid wall 10 to 20 times as massive.
  • A sloped plate is hit at an angle, so the round must cross more plate. A ship that turns to raise the angle cuts the penetration.
  • A plate has mass, and the drive must push every kilogram, so designers always look for ways to save mass.

Game and reality differences

11 points
  • A plate is one layer, so the game has no Whipple shield or standoff gap. It models the speed effect by fading hardness and leaning on mass per area.
  • The fade starts at 3 km/s, the mirror's melt line, by coldweld's call on 2026-10-04, over the 1.5 km/s the arc first planned.
  • The shape of the fade, (3 / v) squared, is AUTHORED. The mirror gives only the 3 to 7 km/s band.
  • The joust ignores closing speed and uses muzzle speed, though physically a head-on pass is hypervelocity.
  • A plate weighs density times thickness times the hull's skin, with 0.15 mm a point of depth as the one free number. coldweld's goal was a median plated hull about 20 percent slower in laminate.
  • The areal-density rule would make plate 3 to 20 times the hull's own dry mass, so the game's plate is a coat, not a full shield.
  • Slope is the plate reading rating divided by the cosine of the angle, capped at 75 degrees. This is authored, and the mirror's remark on deflection at shallow angles is not modeled.
  • Armor faces are 3 by 3 pools, so a round holes one pool and its neighbor is untouched. coldweld made this call on 2026-10-08.
  • Hostile plate is doctrine, not a computed rule: brutes and Mars weld rolled steel, raiders keep light plate, and Earth and the Guild keep laminate and ceramic.
  • A material differs by how it fails and how a yard mends it: steel welds back almost whole, ceramic spalls and patches poorly. The loss fractions are chosen so ceramic is scrap after about eight hard fights.
  • The bow carries the most plate, with shares of 4, 2, 2, 2, 2, 3 in print order, for the dust reason in the mirror and because the drive sits aft.

Source absences

6 points
  1. Atomic Rockets does not provide values for the following:
    1. Density of the four plate materials. Steel and silicon carbide are handbook figures. Laminate and ablative are authored.
    2. Curve of hardness fade inside the 3 to 7 km/s band where a Whipple shield works best.
    3. Cap on the slope factor. The page gives the secant rule. 75 degrees is authored.
    4. Armor grid, armor pool, or wear of a plate one spot at a time.
    5. The Los Alamos paper behind the areal density rule. The page cites it, and its limits are unknown.
  2. No source on the shelf provides values for the following:
    1. Plate thickness on a game ship. The point of depth is a game unit.

Sources

9 documents
  • Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Whipple shield passage: Whipple shields start to become worthwhile at about 3 km/s, when projectiles begin to melt on impact. They are most efficient at 7 km/s, and above that the projectile vaporizes, which is less effective but still far better than solid plate of the same mass. (all uses)
  • Atomic Rockets, spacewardefense, Section 10, standoff and Orbital Debris citation: At typical orbital-debris speeds, a Whipple shield protects as well as a single barrier 10 to 20 times as massive. The page cites 'Orbital Debris: A Technical Assessment', p. 124. (all uses)
  • Atomic Rockets, spacewardefense, Section 10, long-rod formula and Los Alamos rule: The page's penetration formula, from Luke Campbell, approaches the correct hydrodynamic limit at high velocities. It also says Los Alamos documents give a first rule that an effective shield needs the same areal density as the projectile, and notes the cited paper could not be found. (all uses)
  • Atomic Rockets, spacewardefense, Section 10, armor ladder: Metallic armors are the cheapest option but have a very high mass-to-strength ratio, and are likely used only where nothing else is available, such as an improvised vessel. Silicon carbide ceramic is tough, light and heat-resistant, and layering it with tungsten gives a composite. Laminating plates of different materials helps stop spalling. "nothing else is available" (all uses)
  • Atomic Rockets, spacewardefense, Section 10, defense against low-mass/high-speed projectiles: A fast light round can be deflected if the armor sits at a shallow enough angle, but the angle must be very shallow and the round very light, so this cannot be relied on. (all uses)
  • Atomic Rockets, spacewardefense, Opening fiction passage on a ship's hull: A fictional ship description puts a thick sprayed-on foamed-composite ablative layer on the outside, whose vapor scatters energy weapon fire. It is a design aimed at lasers, not at kinetic rounds. (all uses)
  • Atomic Rockets, spacegunconvent, Kinetics: rods and obliquity: Obliquity is the angle between the line of impact and the line perpendicular to the surface. A defending vessel can turn slightly to raise the obliquity and so significantly reduce penetration. (all uses)
  • Atomic Rockets, spacegunconvent, Whipple shield and standoff: There must be enough standoff between the Whipple shield and the main armor, or the inner plate is hit by a concentrated cloud of fragments and penetrated. The page says there is almost no test data above about 10 km/s. (all uses)
  • Atomic Rockets, basicdesign, Section before 'Everything Is Connected': Mass is the main cost of a rocket ship, so designers look for ways to conserve it. A station can use heavy iron, but a rocket vehicle uses light metals. "always looking for ways to conserve mass" (all uses)