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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 worn-out 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 'worn-out 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 depends on the armor rating of each piece of armor.
  
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
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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.
  
Since some armor covers multiple layers, they are present in multiple tables as well.
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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>
  
=== Headgear ===
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{{asof|A15}} the Gear tab shows aggregate stats about armor.
{{Apparel Table | type=Armor | layer=Headgear}}
 
  
=== Skin ===
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== Armor Stats ==
{{Apparel Table | type=Armor | layer=Skin}}
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There are 4 types of armor ratings.
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{| style="wikitable"
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|-
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| style="width: 8em;" | Armor - Blunt || protects against blunt trauma such those from blunt melee weapons or explosions.
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|-
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| Armor - Electric || protects against EMP damage. As of Alpha 16 this is obsolete as EMP weapons don't deal physical damage.
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|-
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| Armor - Heat || protects against temperature-related damage, mostly burns. Good against incendiary weapons.
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|-
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| Armor - Sharp || protects against sharp damage. This covers a wide variety of damage, from sharp melee weapons, to gunshots, to animal bites.
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|}
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Each point of armor from 1 - 50% reduces damage by 1%. <br>
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Each point of armor between 51 - 100% provides a 1% chance to not take damage. <br>
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Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.<br>
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Armor is calculated separately for each piece of armor/ apparel worn.
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== Clothing Layers ==
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{{:Clothing Layers}}
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== Middle Layer ==
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{{main|Armor vest}}
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{{Item
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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. (Main article: [[Armor Vest]])
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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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}}
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== Middle and Shell Layers ==
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{{main|Power armor}}
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{{Item
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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. (Main article: [[Power armor]])
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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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}}
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== Over Head Layer ==
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{{main|Power armor helmet}}
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{{Item
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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. (Main article: [[Power armor helmet]])
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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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{{main|Kevlar helmet}}
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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. 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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}}
  
=== Middle ===
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{{main|Military helmet}}
{{Apparel Table | type=Armor | layer=Middle}}
 
  
=== Outer ===
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{{Item
{{Apparel Table | type=Armor | layer=Outer}}
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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 a Kevlar Helmet, but is cheaper and lowers the psychic sensitivity due to it's bulky metal covering.
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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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{{main|Psychic foil helmet}}
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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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{{main|Personal shield}}
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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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! [[#Military Helmet|Military 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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! [[#Power Armor Helmet|Power 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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! [[#Power Armor|Power 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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|}
  
=== Internal ===
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<references/>
{{Apparel Table | type=Body Parts | layer=Internal}}
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</noinclude>
  
{{nav|clothing|wide}}
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[[Category: Gear]]
[[Category:Apparel]]
 

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