Armor is a type of gear that offers superior protection to clothing, and can be worn over clothing. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.61 cells per second (c/s).
If left exposed with no roof, armor will deteriorate until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.
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.
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 or a melee strike.. 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.
In addition, heavily armored enemies (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.
The Overview screen has an Outfits tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.
As of Alpha 15 (August 28st, 2016), the Gear tab shows aggregate stats about armor.
As of Alpha 17 (May 24th, 2017), all armor now sell at 70% market price, and the individual masses of the worn gear is displayed as well.
There are 4 types of armor ratings.
|Armor - Blunt||protects against blunt trauma such those from blunt melee weapons or explosions.|
|Armor - Electric||protects against EMP damage. As of Alpha 16 this is obsolete as EMP weapons don't deal physical damage.|
|Armor - Heat||protects against temperature-related damage, mostly burns. Good against incendiary weapons.|
|Armor - Sharp||protects against sharp damage. This covers a wide variety of damage, from sharp melee weapons, to gunshots, to animal bites.|
Each point of armor from 1 - 50% reduces damage by 1%.
Each point of armor between 51 - 100% provides a 1% chance to not take damage.
Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.
Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor).
Armor is calculated separately for each piece of armor/ apparel worn.
Armor takes damage when it gets hit and successfully blocks damage for the wearer.
In Alpha 17 armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This makes good quality armor last about the same time as low quality armor.
|On Skin||Middle||Shell||Over Head|
|Full Head||Nose, Jaw, Eyes||×|
|Upper Head||Head, Ears||×|
Each kind of gear is worn on a specific location of a person's body. That location is determined by two things:
- The body part groups it covers.
- The layer or layers it occupies. A layer basically says how far away from the body a piece of gear is worn.
Which body parts have which layers is shown in the table on the right; layers and body parts which are not currently used by gear were omitted.
A vest with armor plates inserted on the chest and back. Protects against gunfire.
|Move Speed||−0.08 c/s|
Middle and Shell Layers
Powered armor usually used by assault troops from advanced glitterworld planets.
|Protects Torso, Arms and Legs|
|Move Speed||−0.1 c/s|
Over Head Layer
A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.
Cheap, but bulky protection for one's noggin. Can be made out of various materials to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.
|Protects Upper Head|
|Move Speed||−0.04 c/s|
A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.
Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.
|Protects Upper Head|
|Move Speed||−0.02 c/s|
Power armor helmet
A part of a power armor set, mostly used by heavy infantry.
Advanced, but uncomfortable. It is currently the only helmet that covers the entire face.
|Protects Full Head|
|Move Speed||−0.04 c/s|
Psychic foil helmet
A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.
Great protection against mind-reading lizard men. Not so great at stopping bullets.
|Protects Upper Head|
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 shield belts).
A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from Deadfall traps as if they were ranged attacks.
An automatic defensive smokescreen. It will release a thick cloud of smoke if the wearer is hit by a projectile, providing line-of-sight cover and preventing turrets from locking on. Single-use.
Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.
|Name||Move Speed||Layer||Covers||Market Value||Commonality||Blunt||Sharp||Heat||Electric||Toxic|
|Armor vest||-0.08 c/s||Middle||Torso||600||25%||20%||60%||0%||0%||0%|
|Simple helmet||-0.02 c/s||Overhead||Upper Head||40||40%||10%||30%||0%||0%||0%|
|Advanced helmet||-0.04 c/s||Overhead||Upper Head||300||40%||13%||40%||0%||0%||0%|
|Power armor helmet||-0.04 c/s||Overhead||Full Head||2000||30%||35%||60%||50%||0%||0%|
|Power armor||-0.1 c/s||Middle, Shell||Torso, Arms, Legs||4500||5%||35%||65%||30%||0%||0%|
|Shield belt||0 c/s||Accessory||Waist||1200||?%||0%||0%||0%||0%||0%|
|Smokepop belt||0 c/s||Accessory||Waist||450||?%||0%||0%||0%||0%||0%|
- Bonus/penalty on movement speed.
- What part this armor covers (may be multiple).
- Statistic of how common this armor should be.