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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]] that offers superior protection to [[Clothing|clothing]], and can be worn over it. 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).
  
== Apparel layers ==
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If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.
{{: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. 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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Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage.
  
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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The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.
  
=== Headgear ===
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Like all apparel, armor sells at 70% market price.
{{Apparel Table | type=Armor | layer=Headgear}}
 
  
=== Skin ===
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== Armor rating ==
{{Apparel Table | type=Armor | layer=Skin}}
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There are several types of armor ratings;
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{| {{STDT| c_08 text-center}}
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! Name !! Label !! Description
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|- style="text-align:left;"
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! [[Injury#Blunt|Blunt]]
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| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.
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|- style="text-align:left;"
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! [[Injury#Piercing|Piercing]]
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| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.
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|- style="text-align:left;"
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! [[Injury#Heat|Heat]]
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| Armor - Heat || Protection against temperature-related damage like burns.
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|}
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Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:
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#The armor rating is reduced by the armor penetration value, dependent on the weapon.
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#The remaining armor rating is then compared against a random number from 0 to 100:
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#*If the random number is under half the armor rating, the damage deflects harmlessly.
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#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.
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#*If the random number is greater than the armor rating, the armor has no effect.
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*Maximum armor rating is at 200%.
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Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.
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Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.
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Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
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In Beta 18 or earlier:
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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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*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).
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== Durability ==
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Apparel, including armor, take damage when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.
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== Clothing Layers ==
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{{:Clothing Layers}}
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== Middle Layer ==
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{{main|Flak vest}}
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{{Item
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| name        = Flak 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 = 36 | sharp = 100 |heat=27 }}
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{{Tag/MoveSpd- | 0.12 c/s }}
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}}
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== Middle and On skin layer ==
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{{Item
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| name        = Flak pants
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| image        = ArmorPants.png
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| description  = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.
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| note        = A pair of pants with armor plates sewn in.
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| tags        =
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{{Tag/Worth (old)  | 600 }}<!-- MaxHitPoints = 200 -->
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{{Tag/Protect+ | Legs | blunt = 8 | sharp = 40 |heat=10 }}
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{{Tag/MoveSpd- | 0.12 c/s }}
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}}
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== Middle and Shell Layers ==
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{{main|Plate armor}}
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{{Item
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| name        = Plate armor
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| image        = Plate_armor.png
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| description  = Overlapping solid plates of armor covering the entire body from neck to feet.
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| note        = 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)  | 535}}
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{{Tag/Protect+ | Torso, Arms and Legs | blunt = 32.9 | sharp = 65.7 | heat = 52.6 }}
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{{Tag/MoveSpd- | 0.8 c/s }}
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}}
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{{main|Marine armor}}
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{{Item
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| name        = Marine armor
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| image        = PoweredArmor.png
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| description  = A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. <br> Armor like this is often used by imperial janissaries and rapid-incursion space marines.
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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 = 340 -->
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{{Tag/Protect+ | Torso, Neck, 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|Simple helmet}}
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{{Item
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| name        = Simple helmet
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| image        = M1Helmet.png
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| description  = A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.
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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 an advanced 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 = 30 }}
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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|Advanced helmet}}
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{{Item
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| name        = Advanced helmet
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| image        = KevlarHelmet.png
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| description  = A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.
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| note        = Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.
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| tags        =
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{{Tag/Worth (old)    | 300 }}<!-- MaxHitPoints = 120 -->
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{{Tag/Protect+ | Upper Head | blunt = 13 | sharp = 40 }}
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{{Tag/MoveSpd- | 0.02 c/s }}
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}}
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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.
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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|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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== Waist Layer ==
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{{main|Shield belt}}
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{{Item
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| name        = Shield belt
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| image        = ShieldBelt.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 shield belts).
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| note        = 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 trap|Deadfall traps]] as if they were ranged attacks.
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| tags        =
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{{Tag/Worth (old)  | 390 }}<!-- MaxHitPoints = 100 -->
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}}
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{{main|Smokepop belt}}
  
=== Middle ===
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{{Item
{{Apparel Table | type=Armor | layer=Middle}}
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| name        = Smokepop belt
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| image        = SmokepopBelt.png
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| description  = 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.
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| note        = 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.
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| tags        =
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{{Tag/Worth (old)  | 166 }}<!-- MaxHitPoints = 100 -->
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}}
  
=== Outer ===
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== Table ==
{{Apparel Table | type=Armor | layer=Outer}}
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{| {{STDT| sortable c_08 text-center}}
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!Name !! data-sort-type="number" | Move Speed<ref>Bonus/penalty on movement speed.</ref> !! Layer<ref>What part this armor covers (may be multiple).</ref> !! Covers !! Market Value !! Commonality<ref>Statistic of how common this armor should be.</ref> !! Blunt !! Sharp !! 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 || | 600 || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%
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|-
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! [[#Simple Helmet|Simple helmet]]
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| -0.02 c/s || | Overhead || | Upper Head || | 40 || | 40% || | 10% || | 30% || | 0% || | 0% || | 0%
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|-
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! [[#Advanced Helmet|Advanced helmet]]
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| -0.04 c/s || | Overhead || | Upper Head || | 300 || | 40% || | 13% || | 40% || | 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 || | 2000 || | 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 || | 4500 || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%
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|-
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! [[#Shield belt|Shield belt]]
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| 0 c/s || | Accessory || Waist || | 1200 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%
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|-
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! [[#Smokepop belt|Smokepop belt]]
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| 0 c/s || | Accessory || Waist || | 450 || | ?% || | 0% || | 0% || | 0% || | 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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