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<noinclude>
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'''Armor''' is a type of [[apparel]] that generally offers good protection from damage, but poor insulation and (in some cases) movement speed penalties.
[[File:UnfinishedTechArmor.png|right|thumb|Unfinished piece of armor]]
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{{About|the apparel type|the protective effect of apparel|Apparel#Protection{{!}}here}}
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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.
'''Armor''' is a subcategory and type of [[apparel]] that generally offers good protection from damage, poor insulation and, in some cases, [[move speed]] penalties.  
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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.
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The [[Gear]] tab shows aggregate stats about armor once worn, including total protection and mass.
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== Armor rating ==
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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 ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt 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, and can be seen on [[mechanoid]]s. <br>
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[[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, though all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.
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In-game 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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Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
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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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Armor degrades over tim
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== Clothing Layers ==
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{{:Clothing Layers}}
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== Middle Layer ==
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{{Item
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| name        = Flak vest
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| image        = ArmorVest.png
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| description  = {{main|Flak vest}} 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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}}
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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  = {{main|Flak pants}}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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}}
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== Middle and Shell Layers ==
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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  = {{main|Plate armor}} 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 penalty.
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}}
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{{Item
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| name        = Recon armor
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| image        = ReconArmor.png
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| description  = {{main|Recon armor}} A suit of light partially-powered armor, designed to permit quick movement. Lightweight plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.<br> Armor like this is often used by imperial scout troops and glitterworld police forces.
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}}
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{{Item
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| name        = Marine armor
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| image        = PoweredArmor.png
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| description  = {{main|Marine armor}} 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 penalty.
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}}
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{{Item
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| name        = Cataphract armor
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| image        = CataphractArmor.png
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| description  = {{main|Cataphract armor}} A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome. <br> Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
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}}
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== Over Head Layer ==
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{{Item
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| name        = Simple helmet
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| image        = M1Helmet.png
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| description  = {{main|Simple helmet}} 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 a Flak Helmet.
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}}
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{{Item
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| name        = Flak helmet
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| image        = KevlarHelmet.png
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| description  = {{main|Flak helmet}} 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 [[Flak vest]].
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}}
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{{Item
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| name        =Recon helmet
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| image        = ReconHelmet.png
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| description  = {{main|Recon helmet}} A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate. Armor like this is often used by imperial scout troops or glitterworld police forces
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}}
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{{Item
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| name        =Marine helmet
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| image        = PoweredArmorHelmet.png
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| description  = {{main|Marine helmet}} 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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}}
  
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.
 
  
== Apparel layers ==
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{{Item
{{:Apparel layers}}
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| name        =Cataphract helmet
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| image        = CataphractHelmet.png
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| description  = {{main|Cataphract helmet}} ?
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| note        = ?
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}}
  
== Comparison tables ==
 
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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{{Item
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| name        = Psychic foil helmet
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| image        = psychicfoilhelmet.png
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| description  = {{main|Psychic foil helmet}} 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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}}
  
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
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{{Item
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| name        = Psyfocus helmet
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| image        = psyfocushelmet.png
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| description  = {{main|Psyfocus helmet}} A lightweight helmet designed for psychic focusing. While it provides little physical protection, its special materials enhance the wearer's psychic sensitivity and dissipate psychic entropy.
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}}
  
Since some armor covers multiple layers, they are present in multiple tables as well.
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== Waist Layer ==
  
=== Headgear ===
 
{{Apparel Table | type=Armor | layer=Headgear}}
 
  
=== Skin ===
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{{Item
{{Apparel Table | type=Armor | layer=Skin}}
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| name        = Shield belt
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| image        = ShieldBelt.png
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| description  = {{main|Shield belt}} 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 [[Spike trap]]s as if they were ranged attacks.
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}}
  
=== Middle ===
 
{{Apparel Table | type=Armor | layer=Middle}}
 
  
=== Outer ===
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{{Item
{{Apparel Table | type=Armor | layer=Outer}}
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| name        = Smokepop belt
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| image        = SmokepopBelt.png
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| description  = {{main|Smokepop belt}} 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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}}
  
=== Internal ===
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<references/>
{{Apparel Table | type=Body Parts | layer=Internal}}
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</noinclude>
  
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[[Category:Gear]]
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[[Category:Armor]]
 
{{nav|clothing|wide}}
 
{{nav|clothing|wide}}
[[Category:Apparel]]
 

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