What it is
Armored lining has the most casual description in the module list, and the tone is the developer’s own: “through the magic of engineering, we’ve found a place for additional armor in vehicles. It increases armor.” Confirmed by the game files, build 23882143. It records +10 armour at the front and +10 at the rear, paid for with 50 maximum hit points, in a slot of size 3. It is one of eleven modules described as a pure gain, against nine that name a cost — and the split between those two halves is the most useful thing to know before reading any single entry.
Where it comes from
Armour is the field this game builds its whole vehicle model around, and the developer described the scheme publicly on 10 February 2026: “two conical shapes: one for the front arc and a combined one for the sides and rear.” Confirmed by that announcement. ⭐ And the files answer the question this section refused to answer until 4 September 2026: the module raises BOTH faces, by 10 each, and takes 50 maximum hit points in exchange — build 23882143. That matters, because a module that raised only the front arc would reward the same positional play the armour scheme already rewards; one that raises both rewards nothing in particular and simply thickens the vehicle. What the files also record is that armour is stored as two separate values, one for the front arc and one shared by the sides and rear, on every vehicle in the game.
How it is actually used
Armour matters most where the gap between front and rear is widest, because that is where a bad angle costs the most. The Empire Gorb Tank records 110 at the front against 50 behind, and the flame tank 65 against 15. On those, protection is already the reason the unit works. ⛔ The module raises both armour values equally and lowers maximum hit points; it does not narrow the numerical gap. On the Mutant Strong crawler, which already carries 140 at the front and 90 behind, the same module lands on the heaviest plating in the demo — and its front-to-rear gap is smaller than the Gorb Tank’s and equal to the flame tank’s.
How to beat it
The front-to-rear numerical gap remains when this module adds the same amount to both armour fields. Environmental damage requires a separate comparison: Empire flame tanks and flamethrower turrets reach 369.2 calculated damage per second against infantry, which does not establish damage against a modified vehicle. The Mutant Giant records gas resistance of −0.5 and fire resistance of 1.0; Armored lining changes neither field. These records do not prove that fire ignores every protection rule. Our interpretation.
Values read from game files · version 23882143