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"Nothing says supreme confidence and a short career like running into a fight without armor. Although it might be more permissible for stealth focused operatives, it never hurts to have a backup plan. Regardless, if you're determined to run operations with only your questionable bullet dodging ability, you won't have to worry about armor speed penalties."
― Ingame Description when choosing not to take Armor

Armor

III-A Frontline Five

"III-A Frontline" armor

Armor is a key form of protection in Entry Point. Operatives can bring it as a form of equipment, and enemies will always deploy with it. When Armor is hit, it will take a portion of damage for the person wearing it, and the rest will be inflicted on their health. Explosives are not blocked by armor. Armor durability is indicated by the blue bar above Health. If the bar goes below 50%, the rate it absorbs damage will decrease until the armor is broken.

Wearing armor will give you the Armored status, which is detected by NPCs unless wearing a disguise that allows you to wear armor. Every armor, except Aegis, can be taken off by holding 'G', which will drop it on the ground. It takes up a 3x2 slot in your inventory if picked up.

Perks

There are two perks that can be taken to improve the usefulness of armor.

Armor Types

There are four types of armor in Entry Point, with each varying in cost, level of protection, and speed penalty. Keep in mind that the armor's speed penalty will stack with that of backpacks and heavy weapons.

Each armor has two different levels of protection based on the weapon used against it. Every single attack from an NPC and most weapons have low penetration and will have most of its damage blocked, while the CH-A is capable of piercing the armor and inflicting higher damage.

II-A Scout

  • Deployment cost: $500
  • Absorbs up to 500 damage without perks.
  • Movement speed is reduced to 95%.
  • Provides 45% damage protection from low-caliber and 20% damage from high-caliber rounds.
  • Used by SWAT and Steel Cove units.
Raider armor back

III-A Raider's back.

III-A Raider

  • Deployment cost: $800
  • Absorbs up to 1200 damage without perks.
  • Movement speed is reduced to 95%.
  • Provides 65% frontal protection from low-caliber and 55% frontal protection from high-caliber rounds.
  • Doesn't provide cover from the back (check the photo)

III-A Frontline

  • Deployment cost: $1,200
  • Absorbs up to 1200 damage without perks.
  • Movement speed is reduced to 90%.
  • Provides 60% damage protection from low-caliber and 50% damage protection from high-caliber rounds.
  • Used by TRU and ETF units.

III Aegis

  • Deployment cost: $2,500
  • Absorbs up to 2000 damage without perks.
  • Movement speed is reduced to 80%.
  • Provides 80% damage protection from low-caliber and 70% damage protection from high-caliber rounds.
  • Used by Aegis units, Steel Cove Shredders, and Halcyon Juggernauts.
  • Can not be taken off and no disguises can be equipped with it.
Armor Armor HP Max Armor HP Protection
(Low pen)
Protection
(High pen)
Mobility Mobility with perk
II-A Scout 500 1250 45% 20% 95% 97%
III-A Raider 1200 3000 65% 55% 95% 97%
III-A Frontline 1200 3000 60% 50% 90% 94%
III Aegis 2000 5000 80% 70% 80% 88%
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