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<includeonly>
 
<includeonly>
! style='text-align: left !important;'| {{Icon Small|{{{?Name}}}|32}}
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! [[{{{?Name}}}]]{{#switch: {{{DLC}}} | Royalty (DLC) = &nbsp;{{RoyaltyIcon}} | Ideology (DLC) = &nbsp;{{IdeologyIcon}} | Royalty (DLC), Ideology (DLC) | Ideology (DLC), Royalty (DLC) = &nbsp;{{RoyaltyIcon}}{{IdeologyIcon}} }}
! style='text-align: left !important;'| {{DLC Icons|{{{?Name}}} }}
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| {{#if: {{{HP}}} | {{{HP}}} | – }}
| {{#ifeq: {{#var:TypeColumn}} | true | {{{?Type2}}} {{!!}} }}<!--
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| data-sort-value="{{#if: {{{Blunt}}} | {{{Blunt}}} | {{#if: {{{Blunt2}}} | {{#expr:{{{Blunt2}}}-100}} }} }}" | {{#if: {{{Blunt}}} | ×{{%|{{{Blunt}}} }} | {{#if: {{{Blunt2}}} | {{{Blunt2}}}% | – }} }}
--> data-sort-value="{{#if: {{{Sharp}}} | {{{Sharp}}} | {{#if: {{{Sharp2}}} | {{#expr:{{{Sharp2}}}-999}} }} }}" | {{#if: {{{Sharp}}} | ×{{%|{{{Sharp}}} }} | {{#if: {{{Sharp2}}} | {{{Sharp2}}}% | – }} }}
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| data-sort-value="{{#if: {{{HeatA}}} | {{{HeatA}}} | {{#if: {{{HeatA2}}} | {{#expr:{{{HeatA2}}}-100}} }} }}" | {{#if: {{{HeatA}}} | ×{{%|{{{HeatA}}} }} | {{#if: {{{HeatA2}}} | {{{HeatA2}}}% | – }} }}
| data-sort-value="{{#if: {{{Blunt}}} | {{{Blunt}}} | {{#if: {{{Blunt2}}} | {{#expr:{{{Blunt2}}}-999}} }} }}" | {{#if: {{{Blunt}}} | ×{{%|{{{Blunt}}} }} | {{#if: {{{Blunt2}}} | {{{Blunt2}}}% | – }} }}
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| data-sort-value="{{#if: {{{Sharp}}} | {{{Sharp}}} | {{#if: {{{Sharp2}}} | {{#expr:{{{Sharp2}}}-100}} }} }}" | {{#if: {{{Sharp}}} | ×{{%|{{{Sharp}}} }} | {{#if: {{{Sharp2}}} | {{{Sharp2}}}% | – }} }}<!--
| data-sort-value="{{#if: {{{HeatA}}} | {{{HeatA}}} | {{#if: {{{HeatA2}}} | {{#expr:{{{HeatA2}}}-999}} }} }}" | {{#if: {{{HeatA}}} | ×{{%|{{{HeatA}}} }} | {{#if: {{{HeatA2}}} | {{{HeatA2}}}% | – }} }}
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-->{{#ifeq: {{{Layer}}} | Headgear || {{!!}} {{{Layer}}} }}
| {{#ifeq: {{{?Type2}}}|Body Parts| data-sort-value="99999"{{!}} – |{{#if: {{{HP}}} | {{{HP}}} | – }}}}
 
 
| {{#if: {{{Coverage}}} | {{{Coverage}}} | – }}
 
| {{#if: {{{Coverage}}} | {{{Coverage}}} | – }}
| data-sort-value="{{#if: {{{Cold}}} | {{{Cold}}} | {{#if: {{{Cold2}}} | {{#expr:{{{Cold2}}}-999}} }} }}" | {{#if: {{{Cold}}} | {{%|{{{Cold}}} }} | {{#if: {{{Cold2}}} | -{{Temperature|{{{Cold2}}}||delta}} | – }} }}
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| data-sort-value="{{#if: {{{Cold}}} | {{{Cold}}} | {{#if: {{{Cold2}}} | {{#expr:{{{Cold2}}}-100}} }} }}" | {{#if: {{{Cold}}} | {{%|{{{Cold}}} }} | {{#if: {{{Cold2}}} | -{{Temperature|{{{Cold2}}}||delta}} | – }} }}
| data-sort-value="{{#if: {{{HeatI}}} | {{{HeatI}}} | {{#if: {{{HeatI2}}} | {{#expr:{{{HeatI2}}}-999}} }} }}" | {{#if: {{{HeatI}}} | {{%|{{{HeatI}}} }} | {{#if: {{{HeatI2}}} | +{{Temperature|{{{HeatI2}}}||delta}} | – }} }}
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| data-sort-value="{{#if: {{{HeatI}}} | {{{HeatI}}} | {{#if: {{{HeatI2}}} | {{#expr:{{{HeatI2}}}-100}} }} }}" | {{#if: {{{HeatI}}} | {{%|{{{HeatI}}} }} | {{#if: {{{HeatI2}}} | +{{Temperature|{{{HeatI2}}}||delta}} | – }} }}
 
| {{#switch: {{{?Name}}}
 
| {{#switch: {{{?Name}}}
 
   | #default = –
 
   | #default = –
   | Cowboy hat | Beret = {{+|10%}} [[Social impact]]
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   | Cowboy hat | Beret = +10% [[Social impact]]
   | Bowler hat | Tribal headdress = {{+|15%}} [[Social impact]]
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   | Bowler hat | Tribal headdress = +15% [[Social impact]]
   | Coronet | Crown | Hood | Ladies hat | Stellic crown | Top hat = {{+|20%}} [[Social impact]]
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   | Coronet | Crown | Hood | Ladies hat | Stellic crown | Top hat = +20% [[Social impact]]
   | Torture crown = {{++|5%}} [[Pain]]
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   | Torture crown = +5% [[Pain]]
   | Veil = {{+|5%}} [[Pain shock threshold]]
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   | Veil = +5% [[Pain shock threshold]]
  | War mask = {{+|10%}} [[Pain shock threshold]]
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   | Psychic foil helmet = -90% [[Psychic sensitivity]]
   | Psychic foil helmet = '''−90%''' [[Psychic sensitivity]]
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   | Blindfold = max 20% [[Sight]], +30% [[Psychic sensitivity]]
   | Blindfold = {{Bad|max 20%}} [[Sight]]
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   | Authority cap = +10% [[Suppression|Slave suppression offset]]
  | Eltex helmet = Quality dependent increase to [[Psychic sensitivity]],<br/>{{+|0.066}} <abbr title="heat per second">h/s</abbr> [[Psycasts#Neural Heat Recovery Rate|Neural heat recovery rate]]
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   | Slave collar | Slave body strap = +15% [[Suppression|Slave suppression offset]]
  | Eltex skullcap = Quality dependent increase to [[Psychic sensitivity]],<br/>{{+|0.091}} <abbr title="heat per second">h/s</abbr> [[Psycasts#Neural Heat Recovery Rate|Neural heat recovery rate]]
+
   | Burka = -0.4 {{CS}} [[Move speed]]
  | Eltex robe = Quality dependent increase to [[Psychic sensitivity]],<br/>{{+|0.091}} <abbr title="heat per second">h/s</abbr> [[Psycasts#Neural Heat Recovery Rate|Neural heat recovery rate]]
 
  | Eltex vest = Quality dependent increase to [[Psychic sensitivity]],<br/>{{+|0.05}} <abbr title="heat per second">h/s</abbr> [[Psycasts#Neural Heat Recovery Rate|Neural heat recovery rate]]
 
  | Eltex shirt = Quality dependent increase to [[Psychic sensitivity]],<br/>{{+|0.033}} <abbr title="heat per second">h/s</abbr> [[Psycasts#Neural Heat Recovery Rate|Neural heat recovery rate]]
 
   | Authority cap = {{+|10%}} [[Suppression|Slave suppression offset]]
 
   | Slave collar | Slave body strap = {{+|15%}} [[Suppression|Slave suppression offset]]
 
   | Burka = {{--|0.4}} {{CS}} [[Move speed]]
 
  | Flak jacket | Flak pants | Flak vest = {{--|0.12}} {{CS}} [[Move speed]]
 
  | Marine armor = {{--|0.4}} {{CS}} [[Move speed]]
 
  | Grenadier armor = {{--|0.4}} {{CS}} [[Move speed]],<br/>built-in '''frag grenade launcher'''
 
  | Prestige marine armor = {{--|0.4}} {{CS}} [[Move speed]],<br/>'''+5%''' [[Psychic sensitivity]],<br/>{{+|0.033}} <abbr title="heat per second">h/s</abbr> [[Psycasts#Neural Heat Recovery Rate|Neural heat recovery rate]]
 
  | Plate armor | Cataphract armor = {{--|0.8}} {{CS}} [[Move speed]]
 
  | Locust armor = built-in '''burst rocket'''
 
  | Prestige recon armor | Prestige marine helmet | Prestige recon helmet | Prestige cataphract helmet = '''+5%''' [[Psychic sensitivity]],<br/>{{+|0.033}} <abbr title="heat per second">h/s</abbr> [[Psycasts#Neural Heat Recovery Rate|Neural heat recovery rate]]
 
  | Phoenix armor = {{--|0.8}} {{CS}} [[Move speed]],<br/>{{---|68%}} [[Flammability]],<br/>built-in '''flamebolt launcher'''
 
  | Prestige cataphract armor = {{--|0.8}} {{CS}} [[Move speed]],<br/>'''+5%''' [[Psychic sensitivity]],<br/>{{+|0.033}} <abbr title="heat per second">h/s</abbr> [[Psycasts#Neural Heat Recovery Rate|Neural heat recovery rate]]
 
  | Airwire headset = {{+|3}} [[Bandwidth]]
 
  | Array headset = {{+|6}} [[Bandwidth]]
 
  | Integrator headset = {{+|9}} [[Bandwidth]]
 
  | Mechcommander helmet = {{+|6}} [[Bandwidth]]
 
  | Mechlord helmet = {{+|12}} [[Bandwidth]]<br/>{{--|5}} [[Shooting accuracy]]<br/>{{--|0.5}} [[Melee hit chance]]
 
  | Mechlord suit = {{+|12}} [[Bandwidth]]<br/>{{--|5}} [[Shooting accuracy]]<br/>{{--|0.5}} [[Melee hit chance]]
 
  | Face mask = {{+|50%}} [[Toxic environment resistance]]
 
  | Gas mask = {{+|80%}} [[Toxic environment resistance]]
 
  | Heavy bandolier = {{---|20%}} [[Ranged cooldown multiplier]]
 
  | Gunlink = {{+|3}} [[Shooting accuracy]]
 
  | Armorskin gland = {{Bad|x90%}} [[Moving]],<br/>{{--|1}} [[Beauty]]
 
  | Stoneskin gland = {{Bad|x85%}} [[Moving]],<br/>{{--|2}} [[Beauty]]
 
  | Toughskin gland = {{Bad|x95%}} [[Moving]]
 
 
}}
 
}}
 
| {{#if: {{{Research}}} | [[Research#{{{Research}}}|{{{Research}}}]] | – }}
 
| {{#if: {{{Research}}} | [[Research#{{{Research}}}|{{{Research}}}]] | – }}
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| {{#if: {{#var:value}} | {{#if: {{{R1a}}} | {{#expr: {{#var:value}} / {{{R1a}}} round 2}} | – }} | – }}
 
| {{#if: {{#var:value}} | {{#if: {{{R1a}}} | {{#expr: {{#var:value}} / {{{R1a}}} round 2}} | – }} | – }}
 
|-
 
|-
</includeonly><noinclude>{{Documentation}}
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</includeonly><noinclude>
</noinclude>
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{{Documentation}}
 +
 
 +
{| {{STDT| sortable c_01 text-center}}
 +
! Name !! {{HP}} !! Armor - Blunt !! Armor - Heat !! Armor - Sharp !! Coverage !! Insulation - Cold !! Insulation - Heat !! Special Properties !! Research requirement !! Work to Make !! Material Cost !! Base Market Value !! Value/Work !! Value/Material
 +
|-
 +
{{#ask: [[Type2::Clothing]] [[Layer::Headgear]] | mainlabel = Name | format = template | template = Clothing Table Row | named args = yes | link = none
 +
| ?Name = ?Name
 +
| ?From DLC = DLC
 +
| ?Max Hit Points Base = HP
 +
| ?Armor Factor - Blunt = Blunt
 +
| ?Armor Factor - Heat = HeatA
 +
| ?Armor Factor - Sharp = Sharp
 +
| ?Insulation Factor - Cold = Cold
 +
| ?Insulation Factor - Heat = HeatI
 +
| ?Armor - Blunt = Blunt2
 +
| ?Armor - Heat = HeatA2
 +
| ?Armor - Sharp = Sharp2
 +
| ?Insulation - Cold Base = Cold2
 +
| ?Insulation - Heat Base = HeatI2
 +
| ?Layer = Layer
 +
| ?Coverage = Coverage
 +
| ?Required Research = Research
 +
| ?Work To Make = Work
 +
| ?Resource 1 = R1
 +
| ?Resource 1 Amount = R1a
 +
| ?Market Value Base = Value
 +
}}
 +
|}</noinclude>
 +
 
 +
<noinclude>
 +
{| {{STDT| sortable c_01 text-center}}
 +
! Name !! {{HP}} !! Armor - Blunt !! Armor - Heat !! Armor - Sharp !! Layer !! Coverage !! Insulation - Cold !! Insulation - Heat !! Special Properties !! Research requirement !! Work to Make !! Material Cost !! Base Market Value !! Value/Work !! Value/Material
 +
|-
 +
{{#ask: [[Type2::Clothing]] [[Layer::!Headgear]] | mainlabel = Name | format = template | template = Clothing Table Row | named args = yes | link = none
 +
| ?Name = ?Name
 +
| ?From DLC = DLC
 +
| ?Max Hit Points Base = HP
 +
| ?Armor Factor - Blunt = Blunt
 +
| ?Armor Factor - Heat = HeatA
 +
| ?Armor Factor - Sharp = Sharp
 +
| ?Insulation Factor - Cold = Cold
 +
| ?Insulation Factor - Heat = HeatI
 +
| ?Armor - Blunt = Blunt2
 +
| ?Armor - Heat = HeatA2
 +
| ?Armor - Sharp = Sharp2
 +
| ?Insulation - Cold Base = Cold2
 +
| ?Insulation - Heat Base = HeatI2
 +
| ?Layer = Layer
 +
| ?Coverage = Coverage
 +
| ?Required Research = Research
 +
| ?Work To Make = Work
 +
| ?Resource 1 = R1
 +
| ?Resource 1 Amount = R1a
 +
| ?Market Value Base = Value
 +
}}
 +
|}</noinclude>

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