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Armor & Damage
Where you get hit decides how much it hurts.
Reaches your health
0 per hit
Hits to KO here
0
Max health
0 HP

A hit only counts for what gets through

Every other exploration was about landing hits. This one is about surviving them. Damage in the arena is not one number against one health bar, it is a hit that lands somewhere, and where it lands changes everything.

Health is weight

First, how much you can take. A bot's health is simply two HP for every kilogram it weighs (floored at 60, capped at 300). A heavyweight is not just harder to push and harder to flip, it has a bigger health bar too:

max health = weight × 2a 50 kg bot has 100 HP; a 120 kg bot has 240

Every hit is dialed down first

To keep fights from ending in two seconds, the arena scales all damage down to 45% before anything else. A "20" hit is really a 9. (You saw the same 0.45 in the ram and weapon explorations.)

Then: where did it land?

This is the heart of it. A hit strikes whatever part is closest, and that part soaks a share before the rest leaks to your chassis health:

Armor plate
15%
soaks 85%. Only a sliver reaches your health.
Wheel / weapon
30%
soaks 70%, but the part takes damage and can break.
Bare chassis
100%
nothing to soak it. The full blow hits your health.

So the same hit can cost you a sliver or the whole thing, depending only on what it touches. An exposed chassis panel is a death sentence; a slab of armor over it is the difference between a long fight and a short one.

Armor is tanky on purpose

Armor does not just deflect, it also has the most health of any part, 10 HP per kilogram (a wheel is 5, an actuator 8). It is built to be chewed on. And because armor is weight, bolting it on also raises your own health bar. It pays twice.

armor HP = armor weight × 10it soaks 85% per hit and lasts a long time doing it

The catch, of course, is weight. Armor makes you slower to accelerate and easier to out-maneuver (that is the drivetrain side, over in Gear Ratios). Defense is never free.

This is your BotForge bot

Real physicsIn BotForge / RumbleBots
bigger things take more to destroymax health = clamp(weight × 2, 60, 300)
fights are tuned to lastall damage × 0.45 before it is applied
armor absorbs a blowa hit on armor: chassis takes 15%, the plate eats 85%
a hit on a moving part can break ita hit on a wheel: chassis takes 30%, the wheel eats 70% and can be destroyed
armor is heavy but tougharmor HP = weight × 10 (wheel 5, actuator 8)
So defense is about controlling where you get hit. Slap armor on the side facing the fight and it soaks the blows while padding your health bar. Leave a panel bare, or let a spinner chew your exposed wheels, and the same hits cut straight to the core. A great bot is not just a big hit, it is a hard target.

Where else you see it

  • Tank armor is thickest and most sloped on the front, the side that faces fire, and thin on the back to save weight.
  • Crumple zones and helmets are built to soak and spread a hit so less of it reaches what matters.
  • A knight's shield takes the blow so the knight does not.

Check yourself

Six quick questions. Pick an answer to see why.