What it is
Regenerative armor combines a durability promise with explicit risks: “The regenerative armor overloads, granting additional durability to the vehicle. Be careful! Nearby infantry will take serious damage.
Overloading can kill the vehicle if it has low durability.” Demo build 23882143 records a 50-second cooldown. A linked damage component has range 5, infantry damage 2 900 and a clean-damage field of 30. These are component values, not a guaranteed kill calculation or proof that the clean-damage field is direct self-damage. The source-link correction of 4 September 2026 established measurable attack parameters. It did not establish the full durability gain or the runtime interaction between the overload and every nearby unit.
Where it comes from
In demo build 23882143, the official description separately warns about nearby infantry and a vehicle with low durability. Installation of mines also warns about friendly risk, while Smoke screen concerns targeting for both sides. These are distinct drawbacks, not evidence that Regenerative armor is uniquely dangerous or that every other ability is safe for its user. Its linked overload and damage records provide more detail than the catalogue alone. The description establishes a risk to the vehicle; it does not supply a universal threshold at which activation certainly kills it.
How it is actually used
The warning “if it has low durability” argues against assuming this is a safe last-minute rescue. The linked damage range is 5 and its infantry value is 2 900, so check the position of nearby friendly squads before activation. The developer discussed infantry squads on 10 February 2026; that context does not turn the component value into a guaranteed squad wipe. Armour, resistance and runtime targeting still matter. Assess the vehicle’s condition and the nearby troops, and do not assign a measured durability trade to an overload whose complete gain has not been established here.
How to beat it
The linked overload records infantry damage 2 900 at range 5. Riflemen have 800 base hit points and a 500 reserve; Mass infantry have 2 100 and a 500 reserve. Those separate values do not prove that every squad caught nearby is destroyed: defence and runtime application remain relevant. The correction of 4 September 2026 concerned previously overlooked source fields. Keep infantry placement in mind when pressuring the carrier, but do not assume that sustained fire always beats a burst or that an unused overload can be forced into a guaranteed self-kill.
Values read from game files · version 23882143