Shield belt

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Shield belt

Shield belt

A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.

Base Stats

Type
GearUtility
Market Value
390 Silver
Mass
3 kg
HP
100

Apparel

Coverage
Waist
Layer
Belt

Creation

Crafted At
Machining table
Required Research
Shields
Skill Required
Crafting 6
Work To Make
14,000 ticks (3.89 mins)
Resources to make
Steel 50 + Plasteel 20 + Component 2
Technical
defName
Apparel_ShieldBelt
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardMidFreq, RewardStandardQualitySuper
tags
BeltDefense


The shield belt is a defensive utility item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.

Acquisition

As a complicated piece of technology, Shield Belts can only be made at the machining table and requires Shields to be researched in order to be constructed. Crafting the belt requires Steel 50 Steel, Plasteel 20 Plasteel, Component 2 Componentss, 14,000 ticks (3.89 mins) of work, and a Crafting skill of 6.

Alternatively, they can be received as a quest reward, purchased from traders, or found on Raiders.

Summary

Shield belts stop damage from incoming ranged attacks and explosions, at the cost of depleting charge. Belts have a charge dependent on their quality, normally being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. It will also negate all damage from a single projectile even if the damage would be sufficient to completely deplete the shield's charge with more to spare. Also note that it does not prevent them from being set on fire[Fact Check], or staggering from being hit by weapons with sufficient stopping power.

Shield belts constantly recharge at a rate dependent on their quality, so long as they are not broken. However, once a shields charge is completely expended, the shield will break and the belt will be temporarily disabled. Similarly, upon being hit by an EMP from any source they instantly lose all power and the shield will break. In either case, it takes 3,200 ticks (53.33 secs) after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again.

Wearing a shield belt prevents the user from firing, but not equipping, ranged weapons. They can still use them in melee however. The ranged weapons integrated into the grenadier armor Content added by the Royalty DLC and phoenix armor Content added by the Royalty DLC will be similarly disabled. Note that shield belt wearers will not fire even if a shield belt is inactivated by damage or EMP.

Quality table

The following table lists how much protection a shield belt provides at each quality level.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Maximum charge 66 88 110 132 154 187 231
    Damage capacity 20 26.7 33.3 40 46.7 56.7 70
    Recharge rate (energy per second) 11.7 12.4 13 13.7 14.3 15.6 16.9
    Market Value 195 Silver 290 Silver 390 Silver 485 Silver 585 Silver 975 Silver 1950 Silver
  • Visuals

    The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.

    Analysis

    The shield belt is a vital piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them. Once in melee range, melee pawns can be devastating as their DPS with a dedicated melee weapon will significantly outclass that of ranged enemies forced to melee attack with their ranged weapon.

    As shield belts constantly recharge so long as they are not broken, shielded pawns are effectively invulnerable when facing enemies that have a DPS below 1/3.3x the recharge rate of their belt.

    Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits. Shield users can even be used to tank explosives, however care must be taken against doomsdays and triple rocket launchers, as the first shot may break the shield and allow the pawn to be caught by the secondary explosions.

    The shield belt can be used in combination with Locust armor Content added by the Royalty DLC to provide an equivalent to the Jump pack Content added by the Royalty DLC while still being able to equip the shield belt, while the shield belt is used to compensate for the very low sharp armor of the locust armor.

    Version history

    • 0.9.722 - Added as the Personal shield.
    • Alpha 17 - Renamed from Personal shield to Shield belt. Now has a crafting recipe and also gained a slight retexture.
    • Beta 19 - its crafting cost and market value is greatly reduced.

    Shields used to block attacks from Spike traps as if they were ranged attacks, however this is no longer the case.