Armor and Speed is a feature in Rainbow Six Siege that determines the Operator's stat classification. There are three different types: Light Armored, Medium Armored, and Heavy Armored.
Armor and Speed is a determining factor for an Operator's likely play style, although they do not need to abide by it. If they are Light Armored, they are geared towards quick plays, such as hit-and-run or rush tactics. On the other end of the spectrum, Heavy Armored Operators are more obligated in hunkering down, as they perform better at defending a position than moving with their slower speed.
As a note, multiple sources of damage are not affected by Armor Rating, such as damage from gadgets (eg. the shock darts fire from Twitch's Shock Drone), along with fall damage. Bleedout time does not change either between Operators of different Armor Ratings.
Before moving onto Armor specific damage resistances, "strike zones" should be discussed. Strike Zones define how much damage an Operator (or any enemy) will take based on where they were hit. Each Operator has three "strike zones": the Head, the Body, and the Legs.
- Head: Shots to the head are most explicitly one-shot kills for any Operator. Only in the rare case that other factors lessen the damage (obstacles, etc.), or for Caveira's Luison pistol, where a headshot will not kill its target.
- Body: Shots to the body will deal their advertised damage at 100% effectiveness. Originally, the arms were part of the Legs' strike zone (thus were called the Limbs' strike zone), but have become a part of the upper body to become a part of the Body strike zone.
- Legs: Shots to the legs will deal reduced damage, at 75% effectiveness. The damage hitbox is from the waist down.
Based on their Armor Rating, an Operator will have a given damage multiplier upon their body.
- Light Armored Operators will have a 100% damage multiplier, meaning that they have 0% damage resistance.
- Medium Armored Operators have a 90% damage multiplier, meaning that they have 10% damage resistance.
- Heavy Armored Operators have a 80% damage multiplier, meaning that they have 20% damage resistance.
These damage multipliers will stack on top of the Strike Zone multipliers. This means that both Strike Zone multipliers and damage multipliers will have to be taken into account as they will determine the outcome of a gunfight.
Rook's Rhino Armor
Rook's Armor Plates on an Operator has a similar effect to raising their armor rating by one, and a bit more.
They offer around 20% more protection on top of the Operator's Armor multipliers, along with preventing the Op from being outright killed (guaranteeing DBNO), even at low health. The Operator's Speed Rating however is not affected by the Armor Plates.
Read more on Rook's Page.
NEEDS TESTING: Due to the Para Bellum update, speeds need to be retested and remeasured.
As evident, Operators with heavier Armor Ratings are slower than Light Armored Operators. Light Armored Operators move at about 5 meters per second. In a comparison, Medium Armored Operators move at 90% of that speed, which is around 4.5 meters per second. Heavy Armored Operators only move at 75% of a Light Armored Operator's speed, at around 3.75 meters per seconds.
- For Montagne and Fuze, who are both Heavy Armored Operators, their speed reduction is minor, reducing their speed by 10% multiplicatively to 67.5% (~3.375mps), even if the shield is not out.
- For Blitz, who is a Medium Armored Operator, his speed reduction is much more grave, reducing his speed multiplicatively by 20% to 71% (~3.6mps). As with the other shield Operators, unequiping the shield does not change the speed.
- For Blackbeard, his speed is reduced to about 62.5% (~3.125mps), only when he has his Rifle Shield out; taking out his pistol or dequipping the Shield will restore his Medium Armored Speed of 90%.
Light Armored Operators take the full damage of a weapon but can traverse the map the fastest. Specializing in movement over defense, these Operators have an affinity to hit-and-run and roaming tactics.
Medium Armored Operators are the Jack-of-all-Trades of the three armor types, as they take 90% of a weapon's full damage and traverse the map at a decent rate. Specializing in versatility above all else, these Operators are suited for the changing, dynamic tides of Siege.
Heavy Armored Operators are slow, but are the most heavily equipped, taking 80% of a weapon's full damage or 64% if wearing Rook's Armor Plates. More suited to holding down areas with their better durability, these Operators are better used for straight, one-on-one engagements and defending locations.
Penetration is not affected by Armor Rating and determines what comes after bullets hit a target. There are 3 different penetration levels and particular weapon classes that follow the penetration level. The lowest penetration level is No Penetration, which consists of Shotguns and Machine Pistols. The second and most common penetration level is Simple Penetration, which consists of Assault Rifles, Sub Machine Guns, Light Machine Guns, Pistols, and Revolvers. The highest and least common penetration level is Full Penetration, which consists of Designated Marksman Rifles, Sniper Rifles, Tachanka's DP-27 Light Machine Gun, and Slug Firing Shotguns.
- No Penetration:
- Simple Penetration (as in limbs):
- Assault Rifles: L85A2, AR33, G36C, R4-C, 556xi, F2, AK-12, AUG A2, 552 Commando, 416-C Carbine, C8-SFW, Mk17 CQB, PARA-308, Type-89, C7E, M762, V308, Spear .308, M4, AK-74M, ARX200, F90, Commando 9, and the SC3000K.
- Sub Machine Guns: FMG-9, MP5K, UMP45, MP5, P90, 9x19VSN, MP7, 9mm C1, MPX, M12, MP5SD, PDW9, Vector .45 ACP, T-5 SMG, Scorpion EVO 3 A1, K1A, Mx4 Storm, AUG A3, and the P10 RONI.
- Light Machine Guns: 6P41, G8A1, M249, T-95 LSW, LMG-E, ALDA 5.56.
- Pistols: P226 Mk 25, M45 MEUSOC, 5.7 USG, P9, GSh-18, PMM, P12, Mk1 9mm, D-50, PRB92, P229, USP40, Q929, RG15, 1911 TACOPS, P-10C, .44 Mag Semi-Auto, and the SDP 9mm.
- Revolvers: LFP586 and the Keratos .357.
- Full Penetration: