A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.
- Insulation Factor - Cold
- Insulation Factor - Heat
- Armor Factor - Sharp
- Armor Factor - Blunt
- Armor Factor - Heat
- Head, Left Ear, Right Ear
- Required Research
- Flak armor
- Skill Required
- Crafting 5
- Work To Make
- 8,000 ticks (2.22 mins)
The Flak Helmet is an advanced helmet for protection. A step up from the simple helmet, this is a mid-tier helmet for most colonist uses. It is the lightest of all the helmets, only weighing 1.2 kg.
Flak helmets can be crafted at a Machining table once the Flak armor research project has been completed. They require 40 Stuff (Metallic), 2 Components, 10 Plasteel, 8,000 ticks (2.22 mins) of work, and a Crafting skill of 5.
Compared to the simple helmet, flak helmets provide significantly more protection while requiring an additional 2 components and 10 plasteel. A steel flak helmet outclasses even a plasteel simple helmet and is often cheaper to manufacture.
All power armor helmets, even the recon helmet, outclass the flak helmet in protection to the head and ears as well as covering the pawn's eyes, nose, and jaw, but require the much more expensive advanced component to craft. Keep in mind that while a plasteel flak helmet has a significantly larger item HP, lasting over twice as long, it also requires more plasteel than both the recon and marine helmets and as much as a cataphract helmet while also being less protective. Accordingly, steel flak helmets are generally the standard headgear of most colonies in the mid-game until they are replaced by power armor helmets in the late-game.
The protection offered by a flak helmet depends on its quality and material. It has a material effect multiplier of 70% for all types of damage. See apparel for material protection values. Despite the description, flak helmets actually offer a decent amount of protection from blunt damage.
|Material||Sharp||Blunt||Heat||Item HP||Insulation - Cold||Insulation - Heat||Market Value|
|Golden Flak helmet||50.4%||25.2%||25.2%||72||-0.45 °C (-0.8 °F)||+0 °C (0 °F)||4180|
|Plasteel Flak helmet||79.8%||38.5%||45.5%||336||-0.45 °C (-0.8 °F)||+0 °C (0 °F)||575|
|Silver Flak helmet||50.4%||25.2%||25.2%||84||-0.45 °C (-0.8 °F)||+0 °C (0 °F)||585|
|Steel Flak helmet||63%||31.5%||42%||120||-0.45 °C (-0.8 °F)||+0 °C (0 °F)||260|
|Uranium Flak helmet||75.6%||37.8%||45.5%||300||-0.45 °C (-0.8 °F)||+0 °C (0 °F)||450|
Assuming Normal quality, for the effect of other qualities, see Quality.
|This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled.|
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
- Advanced helmets were added in Alpha 17, replacing the Kevlar helmet from previous versions. The major change was that advanced helmets can be made out of any material, requires 5 plasteel to craft and have increased protection across the board.
- Beta 19 - Material cost was decreased from 70 to 40, but plasteel cost increased from 5 to 10, and materials now affect armor rating. It also protects against heat.
- 1.1 - Renamed from Advanced helmet to Flak helmets