The Projectile Resistor increases hull resistance to Projectile weapons by deflecting kinetic projectiles.
  — In Game Description 
Projectile Resistor I II III
Weight (% Hull Mass) 2% 4% 6%
Energy Resistance 0% 0% 0%
Explosive Resistance 0% 0% 0%
Projectile Resistance 10% 20% 30%
Unlocking (Only obtainable in the Black Market)
Tech Lab Required VI VIII X
Other Requirements (Equip) A Mk II Hull A Mk II Hull A Mk II Hull
Blood Amber Needed

(Blood Amber Only)

20 Blood Amber 60 Blood Amber 120 Blood Amber
Coins Needed (Coins Only) 80 Coins 180 Coins 280 Coins
Amount Received When Bought 1 Projectile Resistor 1 Projectile Resistor 1 Projectile Resistor

Projectile Resistor I, II, and III, Respectively.


The Projectile Resistor is a ship resistor. It gives your hull a percentage of resistance to projectile weapons on your ships' armor. They are the least used resistor as projectile weapons are rarely used in the game.

They were first available in black market for purchase. They can be bought with either: Only Blood Amber or only coins. The level III version on the projectile resistor will appear for the third week of the three week cycle before being rotated with the energy resistor and the explosive resistor.

Strategy and Setup


Projectile resistors provide a relatively good amount of protection against projectile weapons. This can best be used in a few situations. For example, destroyers designed for attacking bases should equip projectile resistor III because projectile turrets are common weapons that return fire against the destroyers. They also can serve well on decoys as Storm driver turrets are a major threat in base attacks. Iron Star Company hulls also benefit from the resistor because Skirmish armor protects both energy and explosive but not projectile, giving the ship more well rounded protection.

Resistors do not increase repair time and can be incredibly efficient, far more efficient than Zynthium armor depending on the amount of armor the ship already has.


They are limited in number. Unlike blueprints, players cannot equip them limitless on their ships, the number they can equip depends on the amount of projectile resistor credits they have. They are also incredibly hard to get as the strongest version, Level III, have extremely high prices in Blood Amber and coins when purchasing. The Level III version also rotates making it even harder to get, and unless you pay coins you can only get one projectile resistor III any given time.

They are not suitable for other hull types. For example, cutters are most vulnerable to the Reverb ray or Manifold missile and should use a energy resistor or explosive resistors instead of a projectile resistor. Carriers would be better equipped with explosive resistor rather then a projectile resistor as they are often targeted by bombers squadrons.

Resistors only give resistance to armor and not shields, hence they are not effective on hulls that have minimal armor. Resistors are only mathematically worth their weight if the ship has roughly more than 5,000 armor. This means a higher armor should be equipped with a resistor to be at its full potential surviving enemy fire, use of resistors enhance a ship's survival without increasing repair time.



  • The Projectile resistor currently is the least used resistor

Black Market Resistors

Black Market Ship Resistors

Energy ResistorExplosive ResistorProjectile Resistor

Xeno Division Resistors

Xeno Division Ship Resistors

Skirmish ResistorHardened ResistorAnodized Resistor

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