|This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled.|
A variant of recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.
Unlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.
- Insulation - Cold
- 32 °C (57.6 °F)
- Insulation - Heat
- 9 °C (16.2 °F)
- Armor - Sharp
- Armor - Blunt
- Armor - Heat
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
- Middle, Outer
- Required Research
- Jump packs , Recon armor
- Skill Required
- Crafting 6
- Work To Make
- 45,000 ticks (12.5 mins)
Locust armor is a set of armor added by Royalty DLC that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight while also protecting from attacks. It is a variant of Recon armor and forms a full set with the Recon helmet
Locust armor can be crafted at a Fabrication bench once the Jump packs, Recon armor research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. Each set requires 120 Plasteel, 10 Uranium, 3 Advanced components, 3 Components, 100 Chemfuel, 45,000 ticks (12.5 mins) of work, and a Crafting skill of 6.
Alternatively, the armor can be received as a quest reward or purchased from traders.[Which?]
While less protective than recon armor, locust armor contains an integrated burst rocket that, similar to the jump pack, allows the user to make up to 5 jumps before needing to be refueled. Refueling costs 20 chemfuel per charge and is performed by select the armor's wearer and right-clicking a pile of chemfuel. The user can jump anywhere within line of sight, so they can jump over rock chunks but not Walls. There is a short 30 ticks (0.5 secs) warm-up before jumping. A pawn cannot be injured mid-jump, even by explosions right under them, but can still get hit during a short warm-up before jumping.
Pawns will never automatically use the rocket - instead it must be manually activated by the player by use of the "Jump" gizmo, similar to using Utility items. This gizmo will only appear when the pawn is drafted. NPCs will never use the jump capability at all.
Downed allies can be carried during a jump.
Unlike the jump pack it does not occupy the utility slot, and so can be worn with all other utility items such as the shield belt.
It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as Archotech legs, however the i-frames offered by jumping offer an advantage to offset any speed delays.
The distance the user can jump is dependent on the quality of the armor. Note that it has the same range as a Jump pack of the same quality.
The locust armor is slightly less protective than base recon armor (−5% base Sharp & Blunt protection), which makes it noticeably worse against any sort of flak vest and duster combination. In exchange, jumping can be a potent combat tool.
Jumps can help pawns disengage from combat, rescue fellow colonists, engage in melee with opponents, allow kiting, and dodge explosives. However, the jump pack allows pawns to have the exact same jump mechanic while allowing you to wear any set of armor. A jump pack + recon armor is slightly cheaper ( 10 plasteel) while fulfilling the same purpose.
Using jump packs has one key issue - they occupy the utility slot. This is most important for melee fighters, who often want to wear a shield belt. Shield belts regenerate fairly quickly and prevent all ranged damage to a pawn until the shield is depleted. Therefore, using locust armor + shield belt can be more protective than flak vest + duster + jump pack.
Locust armor can allow use of a bandwidth pack while retaining the ability to jump. It also has a niche synergy with deployable items like the firefoam pop pack and tox pack. For long-range items like the psychic lances or tornado generator, you can usually just wear them with another colonist.
For the full effects of qualities, see Quality.
The gizmo for ordering a pawn to jump, shared with the jump pack. Includes remaining fuel supply.
The jump gizmo, shared with the jump pack. Disabled due to insufficient fuel.
- 1.2.2719 - Added.
- 1.2.2753 - Now require enough chemfuel to provide their initial fuel and one more component.
- 1.3.3287 - Fix: Jumping resets "Fire at will" toggle.
- Jump pack - A utility item that offers a similar capability.
- Recon armor - the base model. Slightly more protective but without the jump pack.
- Prestige recon armor - a variant of recon armor that both pleases nobles and improves psychic ability.