From: Vermont, USA
To add to this, when you see a value like 6 / 7s10 that means there is a chance of hitting the "6" armor and a chance of hitting the "7s10" armor, where the s10 as Mobius explained is only used against HEAT rounds.
Similarly, the 2^5 you see in the side track shows that the track itself is a "2" but the side armor past the track is a "5".
Here's some info from the manual:
This Armor value may also have symbols that represent additional protection adjustments for attributes such as sloped or rounded armor, as follows:
A u (ex: 9u) indicates the armor is sloped at this location.
»»Sloped armor is especially effective against APCR ammunition.
An r or rr (ex: 9r) indicates the armor is rounded (r) or double rounded (rr) at this location.
»»Rounded armor is more effective than normal armor against all ammunition types except HE.
A carrot ( ^ )(ex: 2^5) indicates the armor value of the track and body for side shots which might penetrate both the vehicles tread and/or its body. The number to the left of the carrot represents the track, while the number to the right of the carrot represents the body.
A slash (ex: 2/5) indicates there is a 50% chance that the first value will be used instead of the second value when determining the armor value for a given hit.
An s followed by a value (ex: 5s8) indicates spaced armor and the second value after the s is used only if defending against HEAT ammunition; otherwise, the first value is used.
Two numbers separated by a plus sign (ex: 4+3) indicates bolted armor. The first value (4 in this example) is the base armor value and the second value (+3 in the example) is the add-on plate. This armor is generally treated as the sum of the two values, though it can be more vulnerable to certain critical hits.
Beneath the armor chart are four additional attributes:
Size indicates how easily the unit is spotted; the higher the number, the easier it is for the enemy to see it.
Speed indicates the number of meters the unit can move using Normal speed to the left of the slash) and Rush speed (to the right of the slash) in a full 80 second turn, so half of each value is the speed per 40 second phase.
Stun indicates how easily the crew of a vehicle is stunned. A positive modifier here indicates a vehicle that is more likely to receive a stun effect from a hit. A negative modifier indicates stun protection.
RM indicates, for turreted vehicles only, how quickly the turret can rotate. This is always expressed as an R (for Rotation) followed by a (F)ast, (M)edium, (S)low, or VS (Very Slow). (For example, a Fast turret can turn 135 degrees in 20 seconds)
< Message edited by Erik Rutins -- 8/26/2010 2:06:37 PM >