People seem to mean different things when they give a lable tanky or mix up different characteristics. I tend to think of how damage resistant a ship is (stopping the damage from happening) as separate from how much damage it can actually sustain before blowing up. this is important as damage resistance is very situational and suffers from significant levels of special cause variation, where as a ships ability to absorb damage is far less variable.
So what makes a ship damage resistant:
Brace defence token: special cause variation from, multiple attacks, intel officer, accuracy. ECM mitigated special cause variation on accuracy. Some ships have two, tokens mitigating some special cause variation of all types
Evade defence token: special cause variation as above + range. MM mitigates some range based special cause variation, suffers from wide levels of common cause variation at some ranges, MC30 title increases effectiveness, does not reduce SC variation.
A card that causes you to be obscured, special cause variation, anything that stops the card effect making you obscured.
Admonition...... Special cause variation: multiple attacks..... Mitigations against variation: the guy who gives you back a defence token.
Scramblers.... Suffers from wide levels of common cause variation, special cause variation: range, multiple attacks.
Lando same as scramblers without the range issue.
As we can see damage resistance can be effected by lots of issues so a ship may be almost immune to a specific pattern of damage, if you are at long range you can shot two red dice once a round at a titled mc30 all day and you will never damage it, you need to create a special cause ( as in shoot multiple times or close the range if you wish to damage it). Where as a ISD will have less damage resistance in this case (only its brace) so it will take some damage.
This is where tankiness comes in, or how much damage you can take.
Total shields available: this figure suffers from special cause variation: availability and number of redirects ( which suffers from the same special cause variation as brace tokens + xi7), and number of arcs being attacked.
Total hull, very little special cause variation on this, just motti.
Ability to manage crit effects, special cause variation: avalibility and numbers of contains ( suffers same special causes as brace token + crit effects caused by card effects)
Ability to self heal, special cause variation, some card effects, station, command dials, command tokens, some crit effect.
so the ability to take damage via hull in general suffers fare less from special cause variation than the ability to take damage from total Shields or healing.
From this we can conclude that when it works the ability to resist damage if far more potent that the ability to take or tank damage but it suffers from far more special cause variation. Also of the abilities that allow you to take damage hull is the most reliable with total shields and self healing both suffering from special cause variation. Therefore the most reliable tank in the game ( most resistant to someone hitting you with special cause variation) is an ISD with motti...... Surprise. This also shows why rebel ships with low hull, high shields and lots of damage resistance will either live through hell or die like a mayfly.
Edited by Jondavies72