Armor is a type of gear that offers superior protection to 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).
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. 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.
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 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.
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.
Like all apparel, armor sells at 70% market price.
There are several types of armor ratings;
|Blunt||Armor - Blunt||Protection against blunt damage like club attacks, rock falls, and explosions.|
|Piercing||Armor - Piercing||Protection against piercing damage like bullets, knife stabs, and animal bites.|
|Heat||Armor - Heat||Protection against temperature-related damage like burns.|
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:
- The armor rating is reduced by the armor penetration value, dependent on the weapon.
- The remaining armor rating is then compared against a random number from 0 to 100:
- If the random number is under half the armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.
- If the random number is greater than the armor rating, the armor has no effect.
- Maximum armor rating is at 200%.
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.
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.
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
In Beta 18 or earlier:
- 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 rating).
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.
|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||−0.12 c/s|
Middle and Shell Layers
Overlapping solid plates of armor covering the entire body from neck to feet.
|Protects Torso, Arms and Legs|
|Move Speed||−0.8 c/s|
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.
Armor like this is often used by imperial janissaries and rapid-incursion space marines.
|Protects Torso, Neck, 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.