Flak jacket

From RimWorld Wiki
Jump to navigation Jump to search

Flak jacket

Flak jacket

A tough fabric jacket 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.

Base Stats

Type
GearArmor
Tech Level
Medieval
Market Value
290 Silver
Mass
4 kg
HP
260

Apparel

Insulation - Cold
14.4 °C (25.9 °F)
Insulation - Heat
°C (5.4 °F)
Armor - Sharp
40%
Armor - Blunt
8%
Armor - Heat
10%
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
Layer
Outer

Creation

Crafted At
Machining table
Required Research
Flak armor
Skill Required
Crafting 4
Work To Make
14,000 ticks (3.89 mins)
Resources to make
Steel 70 + Cloth 50 + Component 1
Technical
thingCategories
ApparelArmor
defaultOutfitTags
Soldier
tags
IndustrialAdvanced


The flak jacket is a piece of protective apparel. It provides protection to the torso and arms at the cost of a -0.12 c/s penalty to movement speed.

Acquisition

Flak jackets can be crafted at a Machining table once the Flak armor research project has been completed. They require Steel 70 Steel, Cloth 50 Cloth, Component 1 Component, 14,000 ticks (3.89 mins) of work, and a Crafting skill of 4.

Flak jackets can also be commonly found on Outlanders, Pirates, Ancients, and Imperial Troopers Content added by the Royalty DLC.

Analysis

In general, you should prioritize getting flak vests for your all relevant colonists, before making jackets. Vests are cheaper, provide much more armor, and cover everything the jacket does except for the arms - which can eventually be replaced. For reference, a normal flak vest has 100% Sharp armor, compared to 40% Sharp from a normal jacket. As jackets can be worn over a flak vest, this does not mean that jackets are bad. Just create the vests, first.

Overall, flak jackets have low resource costs and accessible research. Combined with vests, and they can provide useful protection in the early-mid game.

However, devilstrand dusters are almost strictly superior. They provide slightly more sharp & blunt protection, significantly more heat insulation, protect the legs, and have no movement speed penalty - their only statistical downside being a tiny decrease in cold insulation. Devilstrand has the advantage of being growable, unlike steel. Mid-late game colonies are often able to grow enough devilstrand for dusters, making flak jackets obsolete. Other late-game materials, such as hyperweave and thrumbofur, are rarer, but offer even more protection.

Due to the speed and coverage detriments of flak jackets, even dusters of strong leathers, like rhinoceros leather may be preferable despite offering slightly less protection to the upper body.

Quality table

  • Quality Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Awful Flak jacket 24% 4.8% 6% 260 -11.52 °C (-20.7 °F) +2.4 °C (4.3 °F) 145 Silver
    Poor Flak jacket 32% 6.4% 8% 260 -12.96 °C (-23.3 °F) +2.7 °C (4.9 °F) 215 Silver
    Normal Flak jacket 40% 8% 10% 260 -14.4 °C (-25.9 °F) +3 °C (5.4 °F) 290 Silver
    Good Flak jacket 46% 9.2% 11.5% 260 -15.84 °C (-28.5 °F) +3.3 °C (5.9 °F) 360 Silver
    Excellent Flak jacket 52% 10.4% 13% 260 -17.28 °C (-31.1 °F) +3.6 °C (6.5 °F) 435 Silver
    Masterwork Flak jacket 58% 11.6% 14.5% 260 -21.6 °C (-38.9 °F) +4.5 °C (8.1 °F) 725 Silver
    Legendary Flak jacket 72% 14.4% 18% 260 -25.92 °C (-46.7 °F) +5.4 °C (9.7 °F) 1450 Silver

    For the full effects of qualities, see Quality.

  • Styles

    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.

    Version history

    • 1.0.0 - Added. Still using jacket art.