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Reference

Game Mechanics

Core rules and combat maths, grounded in the extracted game data. Search a keyword to jump to it.

8 mechanics

Critical

Combat

A boosted hit dealing 1.5× damage; chance scales with armour piercing over armour.

  • Critical chance = the weapon’s base critical chance + 5% for every point of Armour Piercing above the target’s effective armour.
  • A critical hit deals 1.5× the rolled damage.

Armor

Defense

Flat damage reduction subtracted from every hit.

  • Effective armour = max(0, unit armour − attacker Armour Piercing).
  • The effective armour value is subtracted from each hit’s damage (both the minimum and maximum of the damage range).
  • Some units use directional armour (front / left / right / rear); the facing struck determines the value used.

Armor Piercing

Combat

Reduces the target’s effective armour and drives critical / graze chance.

  • Armour Piercing (AP) lowers effective armour to max(0, armour − AP).
  • AP above the target’s armour adds critical chance (+5% per point).
  • Armour above AP adds graze chance (+3% per point).

Graze

Combat

A glancing hit dealing only 0.25× damage; likelier against heavy armour.

  • Graze chance = 3% for every point of target armour above the weapon’s Armour Piercing.
  • A graze deals 0.25× the rolled damage.

Fallback

Movement

A unit data flag governing whether a unit can disengage from melee.

  • Units carry a “Can Fall Back” flag in the game data.
  • Exact fall-back rules are not yet extracted from game data.

Pistol Reaction

Combat

A reaction mechanic referenced in the game data.

  • Weapons carry a “Pistol” flag, and units carry a melee-reaction flag in the game data.
  • The game data references a pistol charge reaction (the “IgnorePistolChargeReaction” buff).
  • The exact rules for this reaction are not yet extracted from game data.

Charge Attack

Combat

A charge mechanic referenced in the game data.

  • The game data references a charge reaction (the “IgnorePistolChargeReaction” buff).
  • The exact charge rules and bonuses are not yet extracted from game data.

Momentum

Resource

A faction resource earned from model deaths that powers faction passives.

  • Each unit has a per-model momentum value (momentumPerModelDeath) contributed when its models die.
  • The current momentum total feeds each faction’s passive effect.