Basic Resistance Armor

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The Spectral Armor is a reusable panel with built-in resistance to Energy weapons. It can safely absorb excess energy.
  — In-Game Description 


The Shockwave Armor is a reusable panel with built-in resistance to Explosive weapons. It can diffuse explosive force.
  — In-Game Description 


The Deflector Armor is a reusable panel with built-in resistance to Kinetic weapons. It can deflect kinetic projectiles.
  — In-Game Description 

Stats[edit | edit source]

Basic Resistance Armor I
CivilWarArmors1.gif
II
CivilWarArmors2.gif
III
CivilWarArmors3.gif
SPECIFICATIONS Notepad.png
Mass 140 t 210 t 320 t
Health 520 725 1,020
Resists 5% Energy / Explosive / Kinetic 10% Energy / Explosive / Kinetic 15% Energy / Explosive / Kinetic
Hull XP 19 XP 25 XP 31 XP
REUSABLE ITEM ReusableItem.png
Ship Lab Required VI VII VIII
EQUIP ModuleRefit.png
Time Time.png 9m 30s 36m 00s 2h 10m 30s
Helium-3 Helium3.png 95,430 403,128 1,559,583
Antimatter Antimatter.png 0 44,792 173,287
REPAIR Repair.png
Time Time.png 8m 40s 12m 05s 17m 00s


General[edit | edit source]

The Spectral, Shockwave and Deflector Armor are similar to Zynthium but have the added ability to reduce incoming Energy, Explosive and Kinetic damage respectively.

Strategy and Setup[edit | edit source]

Advantages[edit | edit source]

Civil War Armor is slightly more efficient than Zynthium against the respective damage type. Refer to here about when to use each variant.

Reading this is also recommended for a better understanding of how resistance is calculated from multiple pieces of resistance armor.

Disadvantages[edit | edit source]

Considering equal damage taken from Energy, Explosive and Kinetic sources, Civil War Armor is actually less mass efficient than Zynthium. It only works if you specialize your ships to only fight against certain types of targets.

To add insult to injury, the XP per health is also greater, setting your fleet up to be attacked by stronger ships.

Trivia[edit | edit source]