Armor

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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.

Armor Stats

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 As of Alpha 16 this is obsolete as EMP weapons don't deal physical damage.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.

Durability

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.

Clothing Layers


On Skin Middle Shell Over Head
Full Head Nose, Jaw, Eyes ×
Upper Head Head, Ears ×
Arms Shoulders, Arms × × ×
Torso Torso, Neck × × ×
Legs Legs × × ×

Each kind of gear is worn on a specific location of a person's body. That location is determined by two things:

  1. The body part groups it covers.
  2. 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.

Middle Layer

ArmorVest.png

Armor vest

A vest with armor plates inserted on the chest and back. Protects against gunfire.

A basic plate, strapped to a colonist's or raider's chest to protect their torso from gunshots and some other injuries.

Market
Value
Silver 600
Protects Torso
Blunt Sharp Heat Electric
20% 60% 0% 0%
Move Speed −0.08 c/s


Middle and Shell Layers

PoweredArmor.png

Power armor

Powered armor usually used by assault troops from advanced glitterworld planets.

Durable but heavy armor. Not advised for 24/7 wearing on colonists due to the movement speed and work penalties, unless they have to wear parkas anyway.

Market
Value
Silver 4,500
Protects Torso, Arms and Legs
Blunt Sharp Heat Electric
35% 65% 30% 0%
Comfortable Minimum −45°C
Move Speed −0.1 c/s
Work Speed −10%


Over Head Layer

M1Helmet.png

Simple helmet

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.

Market
Value
Silver 40
Protects Upper Head
Blunt Sharp Heat Electric
10% 30% 0% 0%
Move Speed −0.04 c/s
Psychic Sensitivity −10%


KevlarHelmet.png

Advanced helmet

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.

Market
Value
Silver 300
Protects Upper Head
Blunt Sharp Heat Electric
13% 40% 0% 0%
Move Speed −0.02 c/s


PoweredArmorHelmet.png

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.

Market
Value
Silver 2,000
Protects Full Head
Blunt Sharp Heat Electric
35% 60% 50% 0%
Comfortable Minimum −3°C
Comfortable Maximum +3°C
Move Speed −0.04 c/s


Psychicfoilhelmet.png

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.

Market
Value
Silver 350
Protects Upper Head
Blunt Sharp Heat Electric
5% 5% 0% 0%
Psychic Sensitivity −90%


Waist Layer

ShieldBelt.png

Shield belt

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.

Market
Value
Silver 1,200


SmokepopBelt.png

Smokepop belt

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.

Market
Value
Silver 450


Table

Name Move Speed[1] Layer[2] Covers Market Value Commonality[3] 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%
  1. Bonus/penalty on movement speed.
  2. What part this armor covers (may be multiple).
  3. Statistic of how common this armor should be.