Difference between revisions of "Armor"

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<noinclude>
 
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[[File:UnfinishedTechArmor.png|right|thumb|Unfinished piece of armor]]
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{{About|the apparel type|the protective effect of apparel|Apparel#Protection{{!}}here}}
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'''Armor''' is a subcategory and type of [[apparel]] that generally offers good protection from damage, poor insulation and, in some cases, [[move speed]] penalties.
  
<includeonly>
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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.
:''Main article: [[Armor]]''
 
</includeonly>
 
<noinclude>{{TOCright}}</noinclude>
 
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).
 
  
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates.
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== Apparel layers ==
 +
{{:Apparel layers}}
  
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.
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== Comparison tables ==
 +
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.  
  
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.
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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.
  
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>
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The hands and feet, across all layers, are NOT covered by any apparel present in base game.
  
== Clothing Layers ==
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Since some armor covers multiple layers, they are present in multiple tables as well.
{{:Clothing Layers}}
 
  
== Middle Layer ==
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=== Headgear ===
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{{Apparel Table | type=Armor | layer=Headgear}}
  
{{Item
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=== Skin ===
| name        = Armor Vest
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{{Apparel Table | type=Armor | layer=Skin}}
| image        = ArmorVest.png
 
| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.
 
| note        = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.
 
| tags        =
 
{{Tag/Worth (old)  | 600 }}<!-- MaxHitPoints = 200 -->
 
{{Tag/Protect+ | Torso | blunt = 20 | sharp = 60 }}
 
{{Tag/MoveSpd- | 0.08 c/s }}
 
}}
 
  
== Middle and Shell Layers ==
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=== Middle ===
 +
{{Apparel Table | type=Armor | layer=Middle}}
  
{{Item
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=== Outer ===
| name        = Power Armor
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{{Apparel Table | type=Armor | layer=Outer}}
| image        = PoweredArmor.png
 
| description  = Powered armor usually used by assault troops from advanced glitterworld planets.
 
| 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.
 
| tags        =
 
{{Tag/Worth (old)  | 4,500 }}<!-- MaxHitPoints = 400 -->
 
{{Tag/Protect+ | Torso, Arms and Legs | blunt = 35 | sharp = 65 | heat = 30 }}
 
{{Tag/TempMin- | 45 }}
 
{{Tag/MoveSpd- | 0.1 c/s }}
 
{{Tag/WorkSpd- | 10% }}
 
}}
 
  
== Over Head Layer ==
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=== Internal ===
 +
{{Apparel Table | type=Body Parts | layer=Internal}}
  
{{Item
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{{nav|clothing|wide}}
| name        = Power Armor Helmet
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[[Category:Apparel]]
| image        = PoweredArmorHelmet.png
 
| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.
 
| note        = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face.
 
| tags        =
 
{{Tag/Worth (old)    | 2,000 }}<!-- MaxHitPoints = 180 -->
 
{{Tag/Protect+ | Full Head | blunt = 35 | sharp = 60 | heat = 50 }}
 
{{Tag/TempMin- | 3 }}
 
{{Tag/TempMax+ | 3 }}
 
{{Tag/MoveSpd- | 0.04 c/s }}
 
}}
 
 
 
 
 
{{Item
 
| name        = Kevlar Helmet
 
| image        = KevlarHelmet.png
 
| description  = A lightweight combat helmet.
 
| note        = Companion to the [[#Armor Vest|Armor Vest]]. Protects your head.
 
| tags        =
 
{{Tag/Worth (old)    | 300 }}<!-- MaxHitPoints = 120 -->
 
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 35 }}
 
{{Tag/MoveSpd- | 0.02 c/s }}
 
}}
 
 
 
{{Item
 
| name        = Military Helmet
 
| image        = M1Helmet.png
 
| description  = Old-looking and heavy, but effective. Protects against low-velocity projectiles, shrapnel, falling debris, and cuts to the head.
 
| 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.
 
| tags        =
 
{{Tag/Worth (old) | 40 }}<!-- MaxHitPoints = 100 -->
 
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 25 }}
 
{{Tag/MoveSpd- | 0.04 c/s }}
 
{{Tag/PsySens- | 10% }}
 
}}
 
 
 
{{Item
 
| name        = Psychic Foil Helmet
 
| image        = psychicfoilhelmet.png
 
| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.
 
| note        = Great protection against mind-reading lizard men. Not so great at stopping bullets.
 
| tags        =
 
{{Tag/Worth (old) | 350 }}<!-- MaxHitPoints = 90 -->
 
{{Tag/Protect+ | Upper Head | blunt = 5 | sharp = 5 }}
 
{{Tag/PsySens- | 90% }}
 
}}
 
 
 
== Accessory Layer ==
 
 
 
{{Item
 
| name        = Personal Shield
 
| image        = PersonalShield.png
 
| 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).
 
| 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.
 
| tags        =
 
{{Tag/Worth (old)  | 1,200 }}<!-- MaxHitPoints = 100 -->
 
}}
 
 
 
== Table ==
 
{| {{STDT| sortable c_08 text-center}}
 
!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
 
|-
 
! [[#Armor Vest|Armor Vest]]
 
| -0.08 c/s || | Middle || | Torso || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%
 
|-
 
! [[#Kevlar Helmet|Kevlar Helmet]]
 
| -0.02 c/s || | Overhead || | Upper Head || | 40% || | 10% || | 35% || | 0% || | 0% || | 0%
 
|-
 
! [[#M1 Helmet|M1 Helmet]]
 
| -0.04 c/s || | Overhead || | Upper Head || | 40% || | 10% || | 25% || | 0% || | 0% || | 0%
 
|-
 
! [[#Powered Armor Helmet|Powered Armor Helmet]]
 
| -0.04 c/s || | Overhead || | Full Head || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%
 
|-
 
! [[#Powered Armor|Powered Armor]]
 
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%
 
|-
 
|}
 
 
 
<references/>
 
</noinclude>
 
 
 
[[Category: Gear]]
 

Latest revision as of 13:40, 3 December 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Unfinished piece of armor

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.

Apparel layers[edit]

Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:

  1. The body part groups it covers.
  2. The layer or layers it occupies.

Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers 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.

Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.

The layers, from innermost to outermost, are:

  • Skin: The closest layer to the body, and mostly used for apparel below the head.
  • Middle: The second closest layer to the body, and mostly used for apparel below the head.
  • Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
  • Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
  • Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
  • Eyes: The outermost layer. A distinct layer only used for the blindfoldContent added by the Ideology DLC to allow it to be worn alongside headwear.

Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.

  • Body Part Group Coverage Skin Middle Outer Headgear Eyes Belt Image
    Full Head Head, Ears, Nose, Jaw, Eyes × Human Body Areas Located.png
    Upper Head Head, Ears ×
    Eyes Eyes ×
    Shoulders Left & Right Shoulders × × ×
    Arms Left & Right Arm × × ×
    Torso Torso × × ×
    Waist Waist ×
    Neck Neck × × × ×
    Legs Left & Right Leg × × ×
  • Examples[edit]

    • You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
    • You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
    • You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.

    Comparison tables[edit]

    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.

    The hands and feet, across all layers, are NOT covered by any apparel present in base game.

    Since some armor covers multiple layers, they are present in multiple tables as well.

    Headgear[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Flak helmet Flak helmet ×70% ×70% ×70% 120 Head, Left Ear, Right Ear 15% 0% Flak armor 8,000 ticks (2.22 mins) Stuff 40 (Metallic), Component 2, Plasteel 10 Silver 220 0.028 5.5
    Marine helmet Marine helmet 106% 45% 54% 160 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) Marine armor 21,000 ticks (5.83 mins) Plasteel 40, Advanced component 1 Silver 635 0.03 15.88
    Recon helmet Recon helmet 92% 40% 46% 120 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) Recon armor 15,750 ticks (4.38 mins) Plasteel 30, Advanced component 1 Silver 525 0.033 17.5
    Simple helmet Simple helmet ×50% ×50% ×50% 100 Head, Left Ear, Right Ear 15% 0% Smithing 3,200 ticks (53.33 secs) Stuff 40 (Metallic) Silver 56 0.018 1.4
    Veil Veil ×20% ×20% ×20% 80 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw 5% 5% +5% Pain shock threshold 1,400 ticks (23.33 secs) Stuff 20 (Fabric) Silver 28 0.02 1.4
    War mask War mask ×30% ×30% ×30% 65 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw 5% 5% +10% Pain shock threshold 3,000 ticks (50 secs) Stuff 25 (Woody) Silver 38 0.013 1.52
    Integrator headset Integrator headset Content added by the Biotech DLC 0% 0% 0% 120 Head, Left Ear, Right Ear -0 °C (0 °F) +0 °C (0 °F) +9 Bandwidth High mechtech 15,750 ticks (4.38 mins) Plasteel 50, Component 4, Advanced component 4, Powerfocus chip 1 Silver 2435 0.155 48.7
    Kid helmet Kid helmet Content added by the Biotech DLC ×50% ×50% ×50% 60 Head, Left Ear, Right Ear 15% 0% Smithing 2,000 ticks (33.33 secs) Stuff 20 (Metallic) Silver 29 0.015 1.45
    Mechcommander helmet Mechcommander helmet Content added by the Biotech DLC 69% 30% 34.5% 150 Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw -3 °C (5.4 °F) +1.5 °C (2.7 °F) +6 Bandwidth Standard mechtech 15,750 ticks (4.38 mins) Plasteel 60, Component 6, Signal chip 1 Silver 1290 0.082 21.5
    Mechlord helmet Mechlord helmet Content added by the Biotech DLC 92% 40% 46% 240 Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) +12 Bandwidth
    −5 Shooting accuracy
    −0.5 Melee hit chance
    Ultra mechtech 15,750 ticks (4.38 mins) Plasteel 120, Advanced component 6, Nano structuring chip 2 Silver 5335 0.339 44.46
    Cataphract helmet Cataphract helmet Content added by the Royalty DLC 120% 50% 60% 180 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) Cataphract armor 26,250 ticks (7.29 mins) Plasteel 50, Advanced component 1 Silver 745 0.028 14.9
    Gunlink Gunlink Content added by the Royalty DLC 0% 0% 0% 100 Head, Left Ear, Right Ear -0 °C (0 °F) +0 °C (0 °F) +3 Shooting accuracy Gunlink 15,750 ticks (4.38 mins) Plasteel 10, Advanced component 1 Silver 345 0.022 34.5
    Prestige cataphract helmet Prestige cataphract helmet Content added by the Royalty DLC 120% 50% 60% 180 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Cataphract armor 52,500 ticks (14.58 mins) Plasteel 75, Advanced component 1, Gold 90 Silver 1155 0.022 15.4
    Prestige marine helmet Prestige marine helmet Content added by the Royalty DLC 106% 45% 54% 160 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Marine armor 42,000 ticks (11.67 mins) Plasteel 50, Advanced component 1, Gold 50 Silver 850 0.02 17
    Prestige recon helmet Prestige recon helmet Content added by the Royalty DLC 92% 40% 46% 120 Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw -4 °C (7.2 °F) +2 °C (3.6 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Recon armor 15,750 ticks (4.38 mins) Plasteel 40, Advanced component 1, Gold 40 Silver 715 0.045 17.88

    Skin[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Flak pants Flak pants 40% 8% 10% 140 Left Leg, Right Leg -3.5 °C (6.3 °F) +1 °C (1.8 °F) −0.12 c/s Move speed Flak armor 9,000 ticks (2.5 mins) Steel 60, Cloth 30, Component 1 Silver 225 0.025 3.75

    Middle[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Flak pants Flak pants 40% 8% 10% 140 Left Leg, Right Leg -3.5 °C (6.3 °F) +1 °C (1.8 °F) −0.12 c/s Move speed Flak armor 9,000 ticks (2.5 mins) Steel 60, Cloth 30, Component 1 Silver 225 0.025 3.75
    Flak vest Flak vest 100% 36% 27% 200 Torso, Neck, Left Shoulder, Right Shoulder -1 °C (1.8 °F) +0 °C (0 °F) −0.12 c/s Move speed Flak armor 9,000 ticks (2.5 mins) Steel 60, Cloth 30, Component 1 Silver 225 0.025 3.75
    Marine armor Marine armor 106% 45% 54% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed Marine armor 60,000 ticks (16.67 mins) Plasteel 100, Uranium 20, Advanced component 4 Silver 2035 0.034 20.35
    Plate armor Plate armor ×73% ×73% ×73% 290 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg 100% 0% −0.8 c/s Move speed Plate armor 38,000 ticks (10.56 mins) Stuff 170 (Metallic/Woody) Silver 300 0.008 1.76
    Recon armor Recon armor 92% 40% 46% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) Recon armor 45,000 ticks (12.5 mins) Plasteel 80, Uranium 10, Advanced component 3 Silver 1540 0.034 19.25
    Mechlord suit Mechlord suit Content added by the Biotech DLC 92% 40% 46% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) +12 Bandwidth
    −5 Shooting accuracy
    −0.5 Melee hit chance
    Ultra mechtech 60,000 ticks (16.67 mins) Plasteel 120, Advanced component 8, Nano structuring chip 2, Powerfocus chip 1 Silver 6895 0.115 57.46
    Cataphract armor Cataphract armor Content added by the Royalty DLC 120% 50% 60% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +12 °C (21.6 °F) −0.8 c/s Move speed Cataphract armor 75,000 ticks (20.83 mins) Plasteel 150, Uranium 50, Advanced component 6 Silver 3120 0.042 20.8
    Grenadier armor Grenadier armor Content added by the Royalty DLC 101% 40% 49% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed,
    built-in frag grenade launcher
    Marine armor 60,000 ticks (16.67 mins) Plasteel 100, Uranium 20, Advanced component 4, Steel 75, Component 4 Silver 2305 0.038 23.05
    Locust armor Locust armor Content added by the Royalty DLC 87% 35% 41% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) built-in burst rocket Jump packs, Recon armor 45,000 ticks (12.5 mins) Plasteel 120, Uranium 10, Advanced component 3, Component 3, Chemfuel 100 Silver 2230 0.05 18.58
    Phoenix armor Phoenix armor Content added by the Royalty DLC 115% 45% 75% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +100 °C (180 °F) −0.8 c/s Move speed,
    −68% Flammability,
    built-in flamebolt launcher
    Cataphract armor 75,000 ticks (20.83 mins) Plasteel 150, Uranium 50, Advanced component 6, Steel 75, Component 4, Chemfuel 40 Silver 3480 0.046 23.2
    Prestige cataphract armor Prestige cataphract armor Content added by the Royalty DLC 120% 50% 60% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +12 °C (21.6 °F) −0.8 c/s Move speed,
    +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Cataphract armor 150,000 ticks (41.67 mins) Plasteel 190, Uranium 50, Advanced component 6, Gold 180 Silver 3930 0.026 20.68
    Prestige marine armor Prestige marine armor Content added by the Royalty DLC 106% 45% 54% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed,
    +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Marine armor 120,000 ticks (33.33 mins) Plasteel 120, Uranium 20, Advanced component 4, Gold 100 Silver 2530 0.021 21.08
    Prestige recon armor Prestige recon armor Content added by the Royalty DLC 92% 40% 46% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Recon armor 90,000 ticks (25 mins) Plasteel 100, Uranium 10, Advanced component 3, Gold 90 Silver 1975 0.022 19.75

    Outer[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Flak jacket Flak jacket 40% 8% 10% 260 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm -14.4 °C (25.9 °F) +3 °C (5.4 °F) −0.12 c/s Move speed Flak armor 14,000 ticks (3.89 mins) Steel 70, Cloth 50, Component 1 Silver 290 0.021 4.14
    Marine armor Marine armor 106% 45% 54% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed Marine armor 60,000 ticks (16.67 mins) Plasteel 100, Uranium 20, Advanced component 4 Silver 2035 0.034 20.35
    Plate armor Plate armor ×73% ×73% ×73% 290 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg 100% 0% −0.8 c/s Move speed Plate armor 38,000 ticks (10.56 mins) Stuff 170 (Metallic/Woody) Silver 300 0.008 1.76
    Recon armor Recon armor 92% 40% 46% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) Recon armor 45,000 ticks (12.5 mins) Plasteel 80, Uranium 10, Advanced component 3 Silver 1540 0.034 19.25
    Mechlord suit Mechlord suit Content added by the Biotech DLC 92% 40% 46% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) +12 Bandwidth
    −5 Shooting accuracy
    −0.5 Melee hit chance
    Ultra mechtech 60,000 ticks (16.67 mins) Plasteel 120, Advanced component 8, Nano structuring chip 2, Powerfocus chip 1 Silver 6895 0.115 57.46
    Cataphract armor Cataphract armor Content added by the Royalty DLC 120% 50% 60% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +12 °C (21.6 °F) −0.8 c/s Move speed Cataphract armor 75,000 ticks (20.83 mins) Plasteel 150, Uranium 50, Advanced component 6 Silver 3120 0.042 20.8
    Grenadier armor Grenadier armor Content added by the Royalty DLC 101% 40% 49% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed,
    built-in frag grenade launcher
    Marine armor 60,000 ticks (16.67 mins) Plasteel 100, Uranium 20, Advanced component 4, Steel 75, Component 4 Silver 2305 0.038 23.05
    Locust armor Locust armor Content added by the Royalty DLC 87% 35% 41% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) built-in burst rocket Jump packs, Recon armor 45,000 ticks (12.5 mins) Plasteel 120, Uranium 10, Advanced component 3, Component 3, Chemfuel 100 Silver 2230 0.05 18.58
    Phoenix armor Phoenix armor Content added by the Royalty DLC 115% 45% 75% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +100 °C (180 °F) −0.8 c/s Move speed,
    −68% Flammability,
    built-in flamebolt launcher
    Cataphract armor 75,000 ticks (20.83 mins) Plasteel 150, Uranium 50, Advanced component 6, Steel 75, Component 4, Chemfuel 40 Silver 3480 0.046 23.2
    Prestige cataphract armor Prestige cataphract armor Content added by the Royalty DLC 120% 50% 60% 400 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -36 °C (64.8 °F) +12 °C (21.6 °F) −0.8 c/s Move speed,
    +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Cataphract armor 150,000 ticks (41.67 mins) Plasteel 190, Uranium 50, Advanced component 6, Gold 180 Silver 3930 0.026 20.68
    Prestige marine armor Prestige marine armor Content added by the Royalty DLC 106% 45% 54% 340 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) −0.4 c/s Move speed,
    +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Marine armor 120,000 ticks (33.33 mins) Plasteel 120, Uranium 20, Advanced component 4, Gold 100 Silver 2530 0.021 21.08
    Prestige recon armor Prestige recon armor Content added by the Royalty DLC 92% 40% 46% 280 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg -32 °C (57.6 °F) +9 °C (16.2 °F) +5% Psychic sensitivity,
    +0.033 h/s Neural heat recovery rate
    Recon armor 90,000 ticks (25 mins) Plasteel 100, Uranium 10, Advanced component 3, Gold 90 Silver 1975 0.022 19.75

    Internal[edit]

    Name Armor - Sharp Armor - Blunt Armor - Heat HP Coverage Insulation - Cold Insulation - Heat Special Properties Research requirement Work to Make Material Cost Base Market Value Value/Work Value/Material
    Armorskin gland Armorskin gland Content added by the Royalty DLC 52% 20% 40% Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes ×90% Moving,
    −1 Beauty
    Skin hardening 26,000 ticks (7.22 mins) Plasteel 20, Advanced component 6 Silver 1475 0.057 73.75
    Stoneskin gland Stoneskin gland Content added by the Royalty DLC 70% 30% 50% Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes ×85% Moving,
    −2 Beauty
    Skin hardening 26,000 ticks (7.22 mins) Plasteel 25, Advanced component 8 Silver 1920 0.074 76.8
    Toughskin gland Toughskin gland Content added by the Royalty DLC 35% 10% 30% Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes ×95% Moving Skin hardening 26,000 ticks (7.22 mins) Plasteel 15, Advanced component 4 Silver 1030 0.04 68.67