- 1 Armor rating
- 2 Durability
- 3 Clothing Layers
- 4 Middle Layer
- 5 Middle and On skin layer
- 6 Middle and Outer Layers
- 7 Headgear
- 8 Waist Layer
- 9 Version History
Armor is a type of apparel that generally offers good protection from damage, but poor insulation and (in some cases) movement speed penalties.
If left exposed with no roof, armor will deteriorate until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.
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.
The Gear tab shows aggregate stats about armor once worn, including total protection and mass.
There are several types of armor ratings;
|Blunt||Armor - Blunt||Protection against blunt damage like club attacks, rock falls, and explosions.|
|Piercing||Armor - Piercing||Protection against piercing damage like bullets, knife stabs, and animal bites.|
|Heat||Armor - Heat||Protection against temperature-related damage like burns.|
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 mechanoids.
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.
In-game this is calculated as follows:
- The armor rating is reduced by the armor penetration value, dependent on the weapon.
- The remaining armor rating is then compared against a random number from 0 to 100:
- If the random number is under half the armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.
- If the random number is greater than the armor rating, the armor has no effect.
- Maximum armor rating is at 200%.
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.
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
Apparel, including armor, take damage over time and 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.
|Full Head||Nose, Jaw, Eyes||×|
|Upper Head||Head, Ears||×|
Each kind of gear is worn on a specific location of a person's body. That location is determined by two things:
- The body part groups it covers.
- The layer or layers it occupies. A layer basically says how far away from the body a piece of gear is worn.
Which body parts have which layers is shown in the table on the right; layers and body parts which are not currently used by gear were omitted.
A vest with armor plates inserted on the chest and back. While quite effective at deflecting gunshots and stabbing attacks against the chest, it does nothing to protect the limbs.
Middle and On skin layer
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.
Middle and Outer Layers
Overlapping solid plates of armor covering the entire body from neck to feet.
Very heavy armor. Not advised for 24/7 wearing on colonists due to the significant -0.8c/s movement speed penalty.
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.
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. Armor like this is often used by imperial scout troops and glitterworld police forces.
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.
Armor like this is often used by imperial janissaries and rapid-incursion space marines.
Durable but heavy armor. Not advised for 24/7 wearing on colonists due to the -0.4c/s movement speed penalty.
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. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
The strongest armor in game. Not advised for 24/7 wearing on colonists due to the -0.4c/s movement speed penalty.
A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.
Cheap, but bulky protection for one's noggin. Can be made out of various materials to potentially improve durability and therefore lifetime. Less protective than a Flak Helmet.
A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.
Mid-tier headgear that provides better protection than the simple helmet. Companion to the Flak vest.
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.
A marine armor helmet, with a built-in status computer and layered plasteel-weave plates. Armor like this is often used by imperial janissaries and rapid-incursion space marines.
Advanced, but uncomfortable. It is currently the only helmet that covers the entire face.
A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
Psychic foil helmet
A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic waves.
Great protection against mind-reading lizard men. Not so great at stopping bullets.
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.
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.
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 traps as if they were ranged attacks.
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.
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.
In Beta 18 or earlier each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).