LIGHT ARMOR

- Price
- $400
- Damage reduction
- 30%
- Durability
- 200
- Tier
- Level 1
- Weight
- 3 kg
What it stops
A hit that lands where this piece covers arrives 30% lighter. Every figure below is the game's own.
- Covers
- torso lower, torso middle, torso upper
- Thickness
- 0.5
- Density, fresh to spent
- 50 → 40 → 30 → 20
Density falls as the plate takes hits while the reduction percentage holds, so armour here wears rather than simply breaking. What the falling number costs an incoming round is a question we cannot answer yet.
From here down it is our model. Take 30% off the calibre's own damage, divide 100 health by what is left, round up. It assumes every round lands where this piece covers and at a range where nothing has fallen off, so it is a floor on shots to kill rather than a time to kill.
| Round | Damage | Through | Bare | Behind light armor |
|---|---|---|---|---|
| 9x19MM | 22 | 15.4 | 5 | 7 |
| 5.56x45MM | 28 | 19.6 | 4 | 6 |
| 7.62x54MM | 55 | 38.5 | 2 | 3 |
| .308 | 60 | 42 | 2 | 3 |
| .50 CAL | 107 | 74.9 | 1 | 2 |
100 health is the game's figure, not an assumption — every time-to-kill number on this site is measured against it. What durability subtracts as it drops, and whether reduction applies before or after range falloff, are two things we still cannot tell you. See how we grade a fact.
The rest of the armors
lightest tier firstThe rest of the vendor

Catalogue
Every weapon we have recorded
The Closed Alpha roster, tab by tab.

Catalogue
Every calibre and what it costs
Box prices, per-round costs for all three loads, and which weapons chamber each.

Catalogue
All 20 vehicles, and what gates them
Three price tags, two cash unlocks, and three separate level tracks.

Builds
Complete loadouts by what they cost
Whole kits priced against the $10,000 you get once per account.