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<noinclude>
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[[File:UnfinishedTechArmor.png|right|thumb|Unfinished piece of armor]]
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</noinclude>
{{About|the apparel type|the protective effect of apparel|Apparel#Protection{{!}}here}}
 
'''Armor''' is a subcategory and type of [[apparel]] that generally offers good protection from damage, poor insulation and, in some cases, [[move speed]] penalties.
 
  
All apparel functions in the same way mechanically. [[Clothing]] and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel.
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<includeonly>
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:''Main article: [[Armor]]''
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</includeonly>
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<noinclude>{{TOCright}}</noinclude>
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Armor is a type of [[Gear|gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over clothing. Armor tends to carry heavier movement speed penalties than clothing, though. Default colonist move speed is 4.61 cells per second (c/s).
  
== Apparel layers ==
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If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates.
{{:Apparel layers}}
 
  
== Comparison tables ==
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A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing frayed apparel' thought, and armor is no exception to this. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'frayed apparel' thought. These thoughts do not stack.
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.  
 
  
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.
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Aside from the percent decreases to certain kinds of damage that armor confers, a colonist wearing armor has a passive chance of outright avoiding all damage from some attacks, as the reinforced plates can sometimes utterly deflect a bullet. This will be represented by a "chunk" sound and a spark, akin to a colonist with the mining job striking a rock wall. The chance of this happening is unknown, but it seems to happen more often against lower-damage attacks, like those from pistols. In addition, armored enemies (such as [[Mechanoid|Mechanoids]], especially Centipedes) have this same chance of simply ignoring damage, so it is advised to bring your heaviest weapons to bear against these deadly foes, and against any raiders who happen to be wearing powered armor.
  
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
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The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.<noinclude>
  
Since some armor covers multiple layers, they are present in multiple tables as well.
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== Clothing Layers ==
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{{:Clothing Layers}}
  
=== Headgear ===
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== Middle Layer ==
{{Apparel Table | type=Armor | layer=Headgear}}
 
  
=== Skin ===
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{{Item
{{Apparel Table | type=Armor | layer=Skin}}
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| name        = Armor Vest
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| image        = ArmorVest.png
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| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.
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| note        = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.
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| tags        =
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{{Tag/Worth (old)  | 600 }}<!-- MaxHitPoints = 200 -->
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{{Tag/Protect+ | Torso | blunt = 20 | sharp = 60 }}
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{{Tag/MoveSpd- | 0.08 c/s }}
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}}
  
=== Middle ===
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== Middle and Shell Layers ==
{{Apparel Table | type=Armor | layer=Middle}}
 
  
=== Outer ===
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{{Item
{{Apparel Table | type=Armor | layer=Outer}}
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| name        = Power Armor
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| image        = PoweredArmor.png
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| description  = Powered armor usually used by assault troops from advanced glitterworld planets.
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| note        = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed and work penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.
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| tags        =
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{{Tag/Worth (old)  | 4,500 }}<!-- MaxHitPoints = 400 -->
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{{Tag/Protect+ | Torso, Arms and Legs | blunt = 35 | sharp = 65 | heat = 30 }}
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{{Tag/TempMin- | 45 }}
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{{Tag/MoveSpd- | 0.1 c/s }}
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{{Tag/WorkSpd- | 10% }}
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}}
  
=== Internal ===
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== Over Head Layer ==
{{Apparel Table | type=Body Parts | layer=Internal}}
 
  
{{nav|clothing|wide}}
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{{Item
[[Category:Apparel]]
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| name        = Power Armor Helmet
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| image        = PoweredArmorHelmet.png
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| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.
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| note        = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face.
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| tags        =
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{{Tag/Worth (old)    | 2,000 }}<!-- MaxHitPoints = 180 -->
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{{Tag/Protect+ | Full Head | blunt = 35 | sharp = 60 | heat = 50 }}
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{{Tag/TempMin- | 3 }}
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{{Tag/TempMax+ | 3 }}
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{{Tag/MoveSpd- | 0.04 c/s }}
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}}
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{{Item
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| name        = Kevlar Helmet
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| image        = KevlarHelmet.png
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| description  = A lightweight combat helmet.
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| note        = Companion to the [[#Armor Vest|Armor Vest]]. Protects your head.
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| tags        =
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{{Tag/Worth (old)    | 300 }}<!-- MaxHitPoints = 120 -->
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{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 35 }}
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{{Tag/MoveSpd- | 0.02 c/s }}
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}}
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{{Item
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| name        = Military Helmet
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| image        = M1Helmet.png
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| description  = Old-looking and heavy, but effective. Protects against low-velocity projectiles, shrapnel, falling debris, and cuts to the head.
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| note        = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than the more expensive Kevlar Helmet.
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| tags        =
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{{Tag/Worth (old) | 40 }}<!-- MaxHitPoints = 100 -->
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{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 25 }}
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{{Tag/MoveSpd- | 0.04 c/s }}
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{{Tag/PsySens- | 10% }}
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}}
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{{Item
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| name        = Psychic Foil Helmet
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| image        = psychicfoilhelmet.png
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| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.
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| note        = Great protection against mind-reading lizard men. Not so great at stopping bullets.
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| tags        =
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{{Tag/Worth (old) | 350 }}<!-- MaxHitPoints = 90 -->
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{{Tag/Protect+ | Upper Head | blunt = 5 | sharp = 5 }}
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{{Tag/PsySens- | 90% }}
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}}
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== Accessory Layer ==
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{{Item
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| name        = Personal Shield
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| image        = PersonalShield.png
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| description  = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing personal shields).
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| note        = A personal shield is most effective for melee combatants to allow them to close ground on a ranged attacker with no or little risk of taking weapons fire. Note also that as of version 11c, the shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks.
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| tags        =
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{{Tag/Worth (old)  | 1,200 }}<!-- MaxHitPoints = 100 -->
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}}
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== Table ==
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{| {{STDT| sortable c_08 text-center}}
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!Name !! Move Speed<ref>Bonus/penalty on movement speed.</ref> !! Layer<ref>What part this armor covers (may be multiple).</ref> !! Covers !! Commonality<ref>Statistic of how common this armor should be.</ref> !! Blunt !! Piercing !! Heat !! Electric !! Toxic
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|-
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! [[#Armor Vest|Armor Vest]]
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| -0.08 c/s || | Middle || | Torso || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%
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|-
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! [[#Kevlar Helmet|Kevlar Helmet]]
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| -0.02 c/s || | Overhead || | Upper Head || | 40% || | 10% || | 35% || | 0% || | 0% || | 0%
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|-
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! [[#M1 Helmet|M1 Helmet]]
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| -0.04 c/s || | Overhead || | Upper Head || | 40% || | 10% || | 25% || | 0% || | 0% || | 0%
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|-
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! [[#Powered Armor Helmet|Powered Armor Helmet]]
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| -0.04 c/s || | Overhead || | Full Head || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%
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|-
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! [[#Powered Armor|Powered Armor]]
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| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%
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|-
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|}
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<references/>
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</noinclude>
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[[Category: Gear]]

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