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Gear Menu Clothing Weapons List Neolithic Weapons Modern Weapons Advanced Weapons Mechanoid Weapons Armor

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, though. Default colonist move speed is 4.61 cells per second (c/s).

If left exposed with no roof, armor will deteriorate until it disintegrates.

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.

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 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.

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.

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


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.

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

Middle and Shell Layers


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.

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


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.

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


Kevlar Helmet

A lightweight combat helmet.

Companion to the Armor Vest. Protects your head.

Silver 300
Protects Upper Head
Blunt Sharp Heat Electric
10% 35% 0% 0%
Move Speed −0.02 c/s


Military Helmet

Old-looking and heavy, but effective. Protects against low-velocity projectiles, shrapnel, falling debris, and cuts to the head.

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 a Kevlar Helmet, but is cheaper and lowers the psychic sensitivity due to it's bulky metal covering.

Silver 40
Protects Upper Head
Blunt Sharp Heat Electric
10% 25% 0% 0%
Move Speed −0.04 c/s
Psychic Sensitivity −10%


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.

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

Accessory Layer


Personal Shield

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).

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 traps as if they were ranged attacks.

Silver 1,200


Name Move Speed[1] Layer[2] Covers Commonality[3] Blunt Piercing Heat Electric Toxic
Armor Vest -0.08 c/s Middle Torso 25% 20% 60% 0% 0% 0%
Kevlar Helmet -0.02 c/s Overhead Upper Head 40% 10% 35% 0% 0% 0%
Military Helmet -0.04 c/s Overhead Upper Head 40% 10% 25% 0% 0% 0%
Power Armor Helmet -0.04 c/s Overhead Full Head 30% 35% 60% 50% 0% 0%
Power Armor -0.1 c/s Middle, Shell Torso, Arms, Legs 5% 35% 65% 30% 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.