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	<updated>2026-04-06T01:04:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Structure&amp;diff=170459</id>
		<title>Structure</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Structure&amp;diff=170459"/>
		<updated>2025-09-27T07:37:16Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: Added Smooth Vacstone Walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason = All pages should be split off and either transcluded or summarized here}} &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Colonists can build '''structures''' of various materials, each with different beauty, flammability, and hit-points. Enclosed areas will automatically prompt colonists to build a roof unless you apply a no roof region, or if the structure is too large (over 300 cells). Structures leave ash on the ground when burnt.&lt;br /&gt;
&lt;br /&gt;
== Walls ==&lt;br /&gt;
{{Main|Wall}}&lt;br /&gt;
Walls are impassable structures capable of supporting a roof. Walls obstruct a pawn's line of sight, though pawns can lean into a free space next to a wall to fire at enemies from behind cover. Walls obstruct the spread of light, enclose [[rooms]] for [[temperature]], [[cleanliness]], [[beauty]] and other mechanics. They can be made out of any non-textile building material. [[Power conduit]]s may be constructed inside walls to remove their beauty penalty. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.&lt;br /&gt;
&lt;br /&gt;
=== Constructed walls ===&lt;br /&gt;
{{Building Stats Table|Wall|header = false}}&lt;br /&gt;
&lt;br /&gt;
=== Natural walls ===&lt;br /&gt;
{{Stub|section=1|reason=Odyssey ores/rocks}}&lt;br /&gt;
These cannot be constructed, only mined, but act largely like walls and are provided for comparisons sake. All natural walls have negative beauty.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! colspan=2 | Material !! HP !! Flammability !! Beauty !! Value &amp;lt;ref&amp;gt;Not sellable.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Compacted plasteel|24}} &lt;br /&gt;
! [[Compacted plasteel]]&lt;br /&gt;
| {{Q|Compacted plasteel|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Compacted plasteel|Flammability Base}}&lt;br /&gt;
| {{Q|Compacted plasteel|Beauty Base|0}}&lt;br /&gt;
| {{Q|Compacted plasteel|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Silver ore|24}}&lt;br /&gt;
! [[Silver ore]]&lt;br /&gt;
| {{Q|Silver ore|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Silver ore|Flammability Base}}&lt;br /&gt;
| {{Q|Silver ore|Beauty Base|0}}&lt;br /&gt;
| {{Q|Silver ore|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Compacted steel|24}}&lt;br /&gt;
! [[Compacted steel]]&lt;br /&gt;
| {{Q|Compacted steel|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Compacted steel|Flammability Base}}&lt;br /&gt;
| {{Q|Compacted steel|Beauty Base|0}}&lt;br /&gt;
| {{Q|Compacted steel|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Uranium ore|24}}&lt;br /&gt;
! [[Uranium ore]]&lt;br /&gt;
| {{Q|Uranium ore|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Uranium ore|Flammability Base}}&lt;br /&gt;
| {{Q|Uranium ore|Beauty Base|0}}&lt;br /&gt;
| {{Q|Uranium ore|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Jade (ore)|24}}&lt;br /&gt;
! [[Jade (ore)|Jade]]&lt;br /&gt;
| {{Q|Jade (ore)|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Jade (ore)|Flammability Base}}&lt;br /&gt;
| {{Q|Jade (ore)|Beauty Base|0}}&lt;br /&gt;
| {{Q|Jade (ore)|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Gold ore|24}}&lt;br /&gt;
! [[Gold ore]]&lt;br /&gt;
| {{Q|Gold ore|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Gold ore|Flammability Base}}&lt;br /&gt;
| {{Q|Gold ore|Beauty Base|0}}&lt;br /&gt;
| {{Q|Gold ore|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Compacted machinery|24}} &lt;br /&gt;
! [[Compacted machinery]]&lt;br /&gt;
| {{Q|Compacted machinery|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Compacted machinery|Flammability Base}}&lt;br /&gt;
| {{Q|Compacted machinery|Beauty Base|0}}&lt;br /&gt;
| {{Q|Compacted machinery|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Granite|24}} &lt;br /&gt;
! [[Granite]]&lt;br /&gt;
| {{Q|Granite|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Granite|Flammability Base}}&lt;br /&gt;
| {{Q|Granite|Beauty Base|0}}&lt;br /&gt;
| {{Q|Granite|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Limestone|24}} &lt;br /&gt;
! [[Limestone]]&lt;br /&gt;
| {{Q|Limestone|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Limestone|Flammability Base}}&lt;br /&gt;
| {{Q|Limestone|Beauty Base|0}}&lt;br /&gt;
| {{Q|Limestone|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Marble|24}} &lt;br /&gt;
! [[Marble]]&lt;br /&gt;
| {{Q|Marble|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Marble|Flammability Base}}&lt;br /&gt;
| {{Q|Marble|Beauty Base|0}}&lt;br /&gt;
| {{Q|Marble|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Slate|24}} &lt;br /&gt;
! [[Slate]]&lt;br /&gt;
| {{Q|Slate|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Slate|Flammability Base}}&lt;br /&gt;
| {{Q|Slate|Beauty Base|0}}&lt;br /&gt;
| {{Q|Slate|Market Value Base|0}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Sandstone|24}} &lt;br /&gt;
! [[Sandstone]]&lt;br /&gt;
| {{Q|Sandstone|Max Hit Points Base}} &lt;br /&gt;
| {{Q|Sandstone|Flammability Base}}&lt;br /&gt;
| {{Q|Sandstone|Beauty Base|0}}&lt;br /&gt;
| {{Q|Sandstone|Market Value Base|0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoothed walls ===&lt;br /&gt;
Smoothed walls are created from natural stone walls. Pawns assigned to the Construct work-type will smooth natural stone walls and rough stone floors designated for smoothing via the Smooth Surface order (Architect tab&amp;gt;Floors.)&lt;br /&gt;
The pawn [[stat]] Smoothing Speed governs this task and is dependent on a pawn's Global Work Speed, Construction [[skill]], Manipulation and Sight. Natural stone walls have a [[beauty]] penalty, while smoothed walls increase beauty and [[wealth]]. Smoothed walls despite having the same HP as natural walls, can be fully repaired by pawns assigned to Construct. As such they are superior to natural walls as support structures for your colony.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Work Required !! Flammability !! Beauty !! Value&amp;lt;ref&amp;gt;Not sellable.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;In versions prior to [[Version/1.5.4241|1.5.4241]], all smooth walls had an actual value of 1 for wealth calculations.&amp;lt;/ref&amp;gt; !! Cover Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
! Smoothed Granite Wall&lt;br /&gt;
| 900 || {{Ticks|6500}} || 0% || 1 || 7 || 75%&lt;br /&gt;
|-&lt;br /&gt;
! Smoothed Limestone Wall&lt;br /&gt;
| 700 || {{Ticks|6500}} || 0% || 1 || 7 || 75%&lt;br /&gt;
|-&lt;br /&gt;
! Smoothed Marble Wall&lt;br /&gt;
| 450 || {{Ticks|6500}} || 0% || 2 || 7 || 75%&lt;br /&gt;
|-&lt;br /&gt;
! Smoothed Sandstone Wall&lt;br /&gt;
| 400 || {{Ticks|6500}} || 0% || 1 || 7 || 75%&lt;br /&gt;
|-&lt;br /&gt;
! Smoothed Slate Wall&lt;br /&gt;
| 500 || {{Ticks|6500}} || 0% || 1 || 7 || 75%&lt;br /&gt;
|-&lt;br /&gt;
! Smoothed Vacstone Wall {{OdysseyIcon}}&lt;br /&gt;
| 600 || {{Ticks|6500}} || 0% || 1 || 7 || 75%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gravship hull {{OdysseyIcon}} ===&lt;br /&gt;
{{Main|Gravship hull}}&lt;br /&gt;
Gravship hulls can be constructed once the Basic gravtech research project has been completed. They are [[Vacuum#Pressurization|airtight]], non flammable, and must be built on [[Gravship substructure]]. Gravship hulls require 7 materials to construct.&lt;br /&gt;
Compared to walls, Gravship hulls: have 40% more hit points, cost 40% more Stuff to make, and take 222.22% more work to make.&lt;br /&gt;
{{Building Stats Table|Gravship hull|header = false}}&lt;br /&gt;
&lt;br /&gt;
== Doors ==&lt;br /&gt;
=== Door ===&lt;br /&gt;
{{Main|Door}}&lt;br /&gt;
Doors provide entry points through walls for colonists while still keeping out enemies and wild animals. Pawns manually open doors which causes a delay as they try to pass through, as opposed to autodoors which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to &amp;quot;Hold open,&amp;quot; which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked &amp;quot;Forbid&amp;quot;. Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on [[Mood#Mental breaks|mental breakdowns]] ignore the forbidden status.&lt;br /&gt;
{{Building Stats Table|Door|header=false}}&lt;br /&gt;
&lt;br /&gt;
=== Autodoor ===&lt;br /&gt;
{{Main|Autodoor}}&lt;br /&gt;
Autodoors are regular doors that open and close 4x as fast, but need to constantly draw 50 W of power. Lacking sufficient power, they lose the speed bonus and act like regular doors, until power is returned.&lt;br /&gt;
Powered autodoors made of stone open slightly faster than regular wooden doors. Powered autodoors made of any material other than stone open fast enough that pawns are not slowed down when passing through.&lt;br /&gt;
In all other aspects, an autodoor is identical to a regular door made of the same material.&lt;br /&gt;
Construction requires 30% additional work, 40 steel and 2 components on top of the 25 base material for the regular door.&lt;br /&gt;
{{Building Stats Table|Autodoor|header=false}}&lt;br /&gt;
&lt;br /&gt;
=== Vac barrier {{OdysseyIcon}} ===&lt;br /&gt;
{{Main|Vac barrier}}&lt;br /&gt;
&lt;br /&gt;
== Bridge ==&lt;br /&gt;
=== Bridge ===&lt;br /&gt;
{{Main|Bridge}}&lt;br /&gt;
Bridges are structures that can be built on water. Bridges allow more rapid movement across water. Once built, they can support many structures, including wooden walls, but not particularly heavy structures including any other type of wall. Bridges allow for easier building in swampy biomes. [[Floor]]s may not be built atop bridges.&lt;br /&gt;
Bridges cost 12 wood each. They can be damaged or destroyed by fire or explosions, including whatever was built on top.&lt;br /&gt;
&lt;br /&gt;
=== Heavy bridge {{OdysseyIcon}} ===&lt;br /&gt;
{{Main|Heavy bridge}}&lt;br /&gt;
&lt;br /&gt;
== Column ==&lt;br /&gt;
{{Main|Column}}&lt;br /&gt;
Columns are passable structures which are capable of holding a roof which do not block sight, or movement and look quite nice. They have x/1.875 (.533x) of a wall's normal health, 4x the beauty, and 4x the value. They also have 25% cover effectiveness and do not slow down pawns. These were introduced in 1.1.&lt;br /&gt;
{{Building Stats Table|Column|header=false}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - The unpowered &amp;quot;Simple Door&amp;quot; added.&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Stone wall health raised from 400 to 650.&lt;br /&gt;
* Beta 19/1.0 Update - You can now smooth natural rough rock walls into high-quality walls&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Market value of smoothed walls was unified to 7 (previously: sandstone 18, granite, limestone and slate 20, marble 25).&lt;br /&gt;
&lt;br /&gt;
{{Nav|structure|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Marine_armor&amp;diff=165173</id>
		<title>Marine armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Marine_armor&amp;diff=165173"/>
		<updated>2025-07-16T07:54:43Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Marine armor&lt;br /&gt;
| image = PoweredArmor.png&lt;br /&gt;
| description = A suit of 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.&amp;lt;br/&amp;gt;Armor like this is often used by rapid-incursion space marines.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 340&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Marine armor&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| marketvalue  = 2035&lt;br /&gt;
| armorblunt  = 45&lt;br /&gt;
| armorsharp  = 106&lt;br /&gt;
| armorheat  = 54&lt;br /&gt;
| insulationcold = 32&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| tags = SpacerMilitary&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Marine armor''' is a set of [[power armor]] that forms a full set along with the [[Marine helmet]] and can effectively block gunshots, cuts, blunt trauma, or burns at the cost of a penalty to [[move speed]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, found in [[ancient shrine]]s, purchased from [[outlander]] and [[Empire]] {{RoyaltyIcon}} [[traders]] and [[faction base]]s, or obtained from the following [[raider]] kinds:&lt;br /&gt;
&amp;lt;!--Raider is linked instead of a faction because its they are Mercenaries used by both Outlanders and Pirates--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider#Elite mercenary|Elite mercenary]] || ? || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider#Boss|Boss]] || ? || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Grenadier|Grenadier]] {{RoyaltyIcon}} || 100% || Normal || 70-230%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Move Speed Note|0.25}} &lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Melee Damage}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Marine armor is in the middle of the 3 [[power armor]]s - more protective than [[recon armor]], but less protective than [[cataphract armor]]{{RoyaltyIcon}}. As expected, it is also the middle tier in terms of expense. Marine armor is roughly equivalent to a Recon armor of one [[quality]] level above (e.g. a Normal Marine armor ~= Good Recon armor), or a Cataphract armor one quality level below.&lt;br /&gt;
&lt;br /&gt;
In general, marine armor faces competition with the more economical [[flak vest]]. A vest with suitable overgarment ([[duster]] made of [[devilstrand]] / [[thrumbofur]] / [[hyperweave]], or [[flak jacket]]) is noticeably cheaper for similar protection. Instead of using resources to create body armor, first create [[marine helmet]]s or [[cataphract helmet]]s{{RoyaltyIcon}} (if available), while sticking to vests + overgarments. Once every relevant colonist is equipped with top-tier helmets, then you can start creating body armor. Marine armor is still more protective, but much more expensive for doing so.&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], an end-game colony should equip marine armor on every colonist that doesn't mind the movement penalty, unless they could use a specialized armor like the [[mechlord suit]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests ===&lt;br /&gt;
A [[flak vest]] and overgarment are able to provide similar levels of protection. Due to the game's [[Armor#Armor Rating|Armor Rating calculations]], a vest and [[devilstrand]] duster are roughly equivalent in Sharp protection, which is the most common form of damage, comprising of nearly all ranged attacks. A vest with a [[thrumbofur]] or [[hyperweave]] duster is superior, instead comparable to [[cataphract armor]]. If none of the 3 aforementioned textiles are available, then [[flak jacket]]s are not far behind. &lt;br /&gt;
&lt;br /&gt;
Marine armor is better than any combination for Blunt protection. But due to the relatively low armor values for both armor sets and the {{AP}} of the blunt weapons likely to be faced, the qualitative and quantitative disparity between the armor sets is small. When made of devilstrand or hyperweave, a duster offers much more Heat protection than power armor. &lt;br /&gt;
&lt;br /&gt;
In terms of coverage, flak vests do not cover any arms or any leg, but marine armor does. Dusters protect everything marine armor does, while flak jackets additionally do not cover the legs. Coverage is otherwise identical. However, the arms and legs are not vital to a pawn. If destroyed, it can be replaced for {{Required Resources|bionic arm}} - less than the cost of marine armor. Even though power armor provides superior coverage, flak vests and devilstrand are ''much'' cheaper while protecting all vital areas.&lt;br /&gt;
&lt;br /&gt;
In addition, flak vests only slow the user by -0.12c/s, rather than -0.25 c/s from marine armor. Flak jackets, if used, slow the user by another -0.12c/s, for a total of -0.24 c/s.&lt;br /&gt;
 &lt;br /&gt;
=== Compared to grenadier armor ===&lt;br /&gt;
[[Grenadier armor]]{{RoyaltyIcon}} is a sidegrade to marine armor, unlocked for the same research. Grenadier armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. This discrepancy increases at higher quality; at legendary quality, it is {{--|9%}} less protective in both armor categories. Grenadier costs {{Icon Small|Steel}} 75 [[steel]] and {{Icon Small|Component}} 4 [[component]]s more than marine. Steel and components are likely easy to produce for a colony producing power armor, so the material cost is not terribly significant.&lt;br /&gt;
&lt;br /&gt;
The advantage of grenadier armor is its integrated grenade launcher, allowing colonists to wield a weapon and fire what are effectively [[frag grenade]]s, at {{Icon Small|steel}} 25 [[steel]] per grenade. Unlike proper grenades, grenadier armor deals more damage if it is of masterwork or legendary quality. However, the limited number of charges and natural inaccuracy and low range of grenades limits the effectiveness of grenadier. While grenades can be useful, this usefulness is only seen at close range.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Every set of marine armor found on an [[Empire#Grenadier|Imperial Grenadier]] {{RoyaltyIcon}} will be green.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
In older versions,{{Check Tag|Which?}} it only reduced move speed by 0.1c/s but also reduced [[Global Work Speed]] by 10%&lt;br /&gt;
* Beta 19 -  Renamed from '''Power armor''' to '''Marine armor'''. Received a buff to armor rating, the crafting time was greatly reduced, and the cost was changed. It also received a new description and name.&lt;br /&gt;
* 1.1 - it received a slight nerf to sharp protection (108% --&amp;gt; 106%).&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[Prestige marine armor]]&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Now spawns on new [[Empire#Grenadier|Imperial grenadiers]].{{RoyaltyIcon}}&lt;br /&gt;
* 1.3.? - Description changed to fix the lore inconsistency as [[Empire#Pawns|Imperial Janissaries]] {{RoyaltyIcon}} don't wear the armor. ''&amp;quot;Armor like this is often used by imperial janissaries and rapid-incursion space marines.&amp;quot;'' -&amp;gt; ''&amp;quot;Armor like this is often used by rapid-incursion space marines.&amp;quot;''.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Movement speed debuff changed from {{--|0.4}} c\s to {{--|.25}} c\s&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Grenadier armor]] - a slightly less protective variant of marine armor with an integrated grenade launcher.&lt;br /&gt;
* [[Prestige marine armor]] - a variant of marine armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=165172</id>
		<title>Grenadier armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=165172"/>
		<updated>2025-07-16T07:52:28Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Grenadier armor&lt;br /&gt;
| image = GrenadierArmor.png&lt;br /&gt;
| description = A variant of marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.&amp;lt;br/&amp;gt;Grenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| hp = 340&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Marine armor&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 75&lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| marketvalue  = 2305&lt;br /&gt;
| armorblunt  = 40&lt;br /&gt;
| armorsharp  = 101&lt;br /&gt;
| armorheat  = 49&lt;br /&gt;
| insulationcold = 32&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| range = 12.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| velocity = 16&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.9&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| defName= Apparel_ArmorMarineGrenadier&lt;br /&gt;
| has quality = True&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Grenadier armor''' is a set of [[power armor]] added by the [[Royalty DLC]]. It can effectively block gunshots, cuts, blunt trauma, or burns while allowing the user to launch frag grenades at the expense of inflicting a [[move speed]] penalty. It is a variant of [[marine armor]] and forms a full set along with the [[marine helmet]] &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[raiders]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
While less protective against all damage types compared to the base marine armor, the grenadier armor incorporates an integrated frag launcher.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
=== Frag launcher ===&lt;br /&gt;
[[File:Gizmo grenadier armor launch grenade.png|thumb|left|Launch grenade gizmo]]&lt;br /&gt;
Grenadier armor contains an integrated grenade launcher with similar stats to [[frag grenades]] but which does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. Up to two grenades can be launched before the launcher must be reloaded at a cost of {{Icon Small|steel}} 25 [[steel]] per grenade. The process takes {{Ticks|60}}. The grenades can be reloaded individually or all at once. The pawn will never automatically use the launcher - instead it must be manually activated by the player similar to [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use grenadier armor}}&lt;br /&gt;
&lt;br /&gt;
Unlike frag grenades, grenadier armor has a [[quality]] – an awful grenadier armor will deal less damage (90%, 45) than frag grenades (50), while masterwork (125%, 62) and legendary (150%, 75) quality armor has increased damage.&lt;br /&gt;
&lt;br /&gt;
The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Wearing a [[shield belt]] prevents firing the grenade launcher.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of integrated weapon,  better armor comparison, and overall value proposition}}&lt;br /&gt;
While less protective than Marine Armor, it gives the user the ability to launch up to two frag grenades at will before requiring a reload. These weapons are equivalent to the [[Frag grenades|regular thrown variant]] but do not take up a weapon slot. This can be useful to give the user flexibility in combat, such as giving [[Sniper rifle|snipers]] a crowd control option. &lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests ===&lt;br /&gt;
Compared to a [[flak vest]] and [[duster]], the grenadier armor offers strictly superior protection to the arms and legs when all items are the same [[quality]], regardless of duster material. The interactions of two layers are dictated by the games [[Armor#Armor Rating|Armor Rating calculations]], and the result is that grenadier armor provides torso, neck and shoulders protection approximately equivalent to the combination of a [[devilstrand]] duster and flak vest, assuming all items are the same quality. However, replacing the devilstrand with [[hyperweave]] or [[thrumbofur]] results in more protection to those areas. So while grenadier armor is more protective than a devilstrand duster and flak vest, when compared to better duster materials, the overall impact of the opposing traits of superior arm and leg protection and inferior torso, neck and shoulder protection on pawn survivability is currently unclear. However, in this comparison, it should be noted that several vital organs are in the torso and the destruction of these can result in immediate death. It should also be noted that grenadier armor comes with a [[Move Speed]] debuff of -0.25 c\s, while a flak vest has a penalty of only -0.12c/s meaning there may be a reason to choose the flak vest and duster even with inferior protection.&lt;br /&gt;
&lt;br /&gt;
=== Compared to marine armor === &lt;br /&gt;
Grenadier armor is a sidegrade to [[Marine armor]]. Grenadier armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. This discrepancy increases at higher quality; at legendary quality, grenadier armor is {{--|9%}} less protective in both armor categories. Grenadier armor, like marine armor, slows a pawn down by {{--|0.25}} {{CS}}. Both grenadier and marine armor require {{Required Resources|Marine armor}}, with grenadier armor also requiring an additional {{Icon Small|Steel}} 75 [[steel]] and {{Icon Small|Component}} 4 [[component]]s. Each grenade fired must be reloaded using {{Icon Small|Steel}} 25 [[steel]]. Steel and components are relatively easy to acquire or produce, so the material cost difference is not terribly significant between the two armors.&lt;br /&gt;
&lt;br /&gt;
The advantage of grenadier armor over marine armor is in allowing a colonist to use a non-grenade primary weapon, while still being able to use grenades when the need arises. This allows the combination of the longer range offered by most firearms and the high stopping power of a grenade against enemies who get close. The grenades fired by a grenadier armor-equipped pawn can do significant damage against targets who are clumped together, but are not effective against large or armored targets. However, the limited number of charges and natural inaccuracy and low range of grenades limits the effectiveness of this armor. While grenades can be useful, this usefulness is only seen at close range.&lt;br /&gt;
&lt;br /&gt;
=== Compared to other power armors ===&lt;br /&gt;
Grenadier armor is a half step below Marine armor, the middle tier power armor, in terms of protection. While it is still as or more protective than an equivalent set of [[Recon armor]], it only really maintains its superiority against sharp threats. Against secondary threats like blunt and fire, it is largely equivalent. Unlike marine armor, recon armor of better quality offers superior protection, while for some tiers it must be 2 tiers higher than a set of [[Cataphract armor]] to be more protective.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
It appears that this armor was originally meant to be worn by [[Empire#Grenadier|Imperial Grenadiers]] as implied by the item description. This is further evidenced by the [[Version/1.3.3066|Version 1.3.3066]] patch notes which mention that grenadiers were &amp;quot;updated&amp;quot; to spawn with plain marine armor instead of grenadier armor. As 1.3.3066 was the first stable version with grenadiers in the game, added as part of the Breacher raids that update brought, they must have spawned with Grenadier armor in unstable or internal testing versions prior to this. &lt;br /&gt;
&lt;br /&gt;
It is unknown why this was changed. The most obvious theories are: &lt;br /&gt;
# Ludeon never developed a method for NPC pawns to use the armor's ability and it was therefore incongruous to spawn in it; or &lt;br /&gt;
# That to fullfil the vision for their role as breachers, they needed more than two grenades but redundantly spawning with both the grenadier armor '''and''' [[frag grenade]]s would be incongrous; or&lt;br /&gt;
# Some combination of both 1 and 2.&lt;br /&gt;
However, without confirmation from Ludeon staff, these remain only theories.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Listed as no longer spawning on [[Empire#Grenadier|Imperial Grenadiers]], however see [[#Trivia|Trivia]]. Wearing a [[shield belt]] now prevents firing the grenade launcher. Previously, it could be fired but could only target only adjacent squares (including diagonals), meaning that self-detonation was likely. However, the protection offered by grenadier armor and the delay before detonation meant that, with careful timing, the wearer could escape without injury, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - movement speed debuff changed from {{--|0.4}} c\s to {{--|0.25}} c\s&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Frag grenades]] - A weapon with similar stats to the integrated launcher.&lt;br /&gt;
* [[Marine armor]] - the base model. Slightly more protective but without the grenade launcher.&lt;br /&gt;
* [[Prestige marine armor]] - a variant of marine armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]] [[Category:Spacer Weapons]] [[Category:Explosive Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=165171</id>
		<title>Grenadier armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=165171"/>
		<updated>2025-07-16T07:52:00Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Grenadier armor&lt;br /&gt;
| image = GrenadierArmor.png&lt;br /&gt;
| description = A variant of marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.&amp;lt;br/&amp;gt;Grenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| hp = 340&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Marine armor&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 75&lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| marketvalue  = 2305&lt;br /&gt;
| armorblunt  = 40&lt;br /&gt;
| armorsharp  = 101&lt;br /&gt;
| armorheat  = 49&lt;br /&gt;
| insulationcold = 32&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| range = 12.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| velocity = 16&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.9&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| defName= Apparel_ArmorMarineGrenadier&lt;br /&gt;
| has quality = True&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Grenadier armor''' is a set of [[power armor]] added by the [[Royalty DLC]]. It can effectively block gunshots, cuts, blunt trauma, or burns while allowing the user to launch frag grenades at the expense of inflicting a [[move speed]] penalty. It is a variant of [[marine armor]] and forms a full set along with the [[marine helmet]] &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[raiders]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
While less protective against all damage types compared to the base marine armor, the grenadier armor incorporates an integrated frag launcher.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
=== Frag launcher ===&lt;br /&gt;
[[File:Gizmo grenadier armor launch grenade.png|thumb|left|Launch grenade gizmo]]&lt;br /&gt;
Grenadier armor contains an integrated grenade launcher with similar stats to [[frag grenades]] but which does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. Up to two grenades can be launched before the launcher must be reloaded at a cost of {{Icon Small|steel}} 25 [[steel]] per grenade. The process takes {{Ticks|60}}. The grenades can be reloaded individually or all at once. The pawn will never automatically use the launcher - instead it must be manually activated by the player similar to [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use grenadier armor}}&lt;br /&gt;
&lt;br /&gt;
Unlike frag grenades, grenadier armor has a [[quality]] – an awful grenadier armor will deal less damage (90%, 45) than frag grenades (50), while masterwork (125%, 62) and legendary (150%, 75) quality armor has increased damage.&lt;br /&gt;
&lt;br /&gt;
The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Wearing a [[shield belt]] prevents firing the grenade launcher.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of integrated weapon,  better armor comparison, and overall value proposition}}&lt;br /&gt;
While less protective than Marine Armor, it gives the user the ability to launch up to two frag grenades at will before requiring a reload. These weapons are equivalent to the [[Frag grenades|regular thrown variant]] but do not take up a weapon slot. This can be useful to give the user flexibility in combat, such as giving [[Sniper rifle|snipers]] a crowd control option. &lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests ===&lt;br /&gt;
Compared to a [[flak vest]] and [[duster]], the grenadier armor offers strictly superior protection to the arms and legs when all items are the same [[quality]], regardless of duster material. The interactions of two layers are dictated by the games [[Armor#Armor Rating|Armor Rating calculations]], and the result is that grenadier armor provides torso, neck and shoulders protection approximately equivalent to the combination of a [[devilstrand]] duster and flak vest, assuming all items are the same quality. However, replacing the devilstrand with [[hyperweave]] or [[thrumbofur]] results in more protection to those areas. So while grenadier armor is more protective than a devilstrand duster and flak vest, when compared to better duster materials, the overall impact of the opposing traits of superior arm and leg protection and inferior torso, neck and shoulder protection on pawn survivability is currently unclear. However, in this comparison, it should be noted that several vital organs are in the torso and the destruction of these can result in immediate death. It should also be noted that grenadier armor comes with a [[Move Speed]] debuff of -0.25 c\s, while a flak vest has a penalty of only -0.12c/s meaning there may be a reason to choose the flak vest and duster even with inferior protection.&lt;br /&gt;
&lt;br /&gt;
=== Compared to marine armor === &lt;br /&gt;
Grenadier armor is a sidegrade to [[Marine armor]]. Grenadier armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. This discrepancy increases at higher quality; at legendary quality, grenadier armor is {{--|9%}} less protective in both armor categories. Grenadier armor, like marine armor, slows a pawn down by {{--|0.25}} {{CS}}. Both grenadier and marine armor require {{Required Resources|Marine armor}}, with grenadier armor also requiring an additional {{Icon Small|Steel}} 75 [[steel]] and {{Icon Small|Component}} 4 [[component]]s. Each grenade fired must be reloaded using {{Icon Small|Steel}} 25 [[steel]]. Steel and components are relatively easy to acquire or produce, so the material cost difference is not terribly significant between the two armors.&lt;br /&gt;
&lt;br /&gt;
The advantage of grenadier armor over marine armor is in allowing a colonist to use a non-grenade primary weapon, while still being able to use grenades when the need arises. This allows the combination of the longer range offered by most firearms and the high stopping power of a grenade against enemies who get close. The grenades fired by a grenadier armor-equipped pawn can do significant damage against targets who are clumped together, but are not effective against large or armored targets. However, the limited number of charges and natural inaccuracy and low range of grenades limits the effectiveness of this armor. While grenades can be useful, this usefulness is only seen at close range.&lt;br /&gt;
&lt;br /&gt;
=== Compared to other power armors ===&lt;br /&gt;
Grenadier armor is a half step below Marine armor, the middle tier power armor, in terms of protection. While it is still as or more protective than an equivalent set of [[Recon armor]], it only really maintains its superiority against sharp threats. Against secondary threats like blunt and fire, it is largely equivalent. Unlike marine armor, recon armor of better quality offers superior protection, while for some tiers it must be 2 tiers higher than a set of [[Cataphract armor]] to be more protective.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
It appears that this armor was originally meant to be worn by [[Empire#Grenadier|Imperial Grenadiers]] as implied by the item description. This is further evidenced by the [[Version/1.3.3066|Version 1.3.3066]] patch notes which mention that grenadiers were &amp;quot;updated&amp;quot; to spawn with plain marine armor instead of grenadier armor. As 1.3.3066 was the first stable version with grenadiers in the game, added as part of the Breacher raids that update brought, they must have spawned with Grenadier armor in unstable or internal testing versions prior to this. &lt;br /&gt;
&lt;br /&gt;
It is unknown why this was changed. The most obvious theories are: &lt;br /&gt;
# Ludeon never developed a method for NPC pawns to use the armor's ability and it was therefore incongruous to spawn in it; or &lt;br /&gt;
# That to fullfil the vision for their role as breachers, they needed more than two grenades but redundantly spawning with both the grenadier armor '''and''' [[frag grenade]]s would be incongrous; or&lt;br /&gt;
# Some combination of both 1 and 2.&lt;br /&gt;
However, without confirmation from Ludeon staff, these remain only theories.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Listed as no longer spawning on [[Empire#Grenadier|Imperial Grenadiers]], however see [[#Trivia|Trivia]]. Wearing a [[shield belt]] now prevents firing the grenade launcher. Previously, it could be fired but could only target only adjacent squares (including diagonals), meaning that self-detonation was likely. However, the protection offered by grenadier armor and the delay before detonation meant that, with careful timing, the wearer could escape without injury, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
* [[Version 1.6.4518|1.6.4518]] - movement speed debuff changed from {{--|0.4}} c\s to {{--|0.25}} c\s&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Frag grenades]] - A weapon with similar stats to the integrated launcher.&lt;br /&gt;
* [[Marine armor]] - the base model. Slightly more protective but without the grenade launcher.&lt;br /&gt;
* [[Prestige marine armor]] - a variant of marine armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]] [[Category:Spacer Weapons]] [[Category:Explosive Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=165168</id>
		<title>Move Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=165168"/>
		<updated>2025-07-16T05:56:46Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: Adjusted move speed debuffs on marine &amp;amp; cataphract armors and variants changed in 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the property|Property: Move Speed Base}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = MoveSpeed&lt;br /&gt;
| label = move speed&lt;br /&gt;
| description = Speed of movement in cells per second.&lt;br /&gt;
| default base value = 3.0&lt;br /&gt;
| min value = 0.15&lt;br /&gt;
| format string = {0} c/s&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 2500&lt;br /&gt;
| capacity factors = Moving&lt;br /&gt;
| parts = StatPart_Glow, StatPart_RevenantSpeed&lt;br /&gt;
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.&lt;br /&gt;
* '''Traits'''&lt;br /&gt;
** [[Jogger]]: {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast walker]]: {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slowpoke]]: {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Gear'''&lt;br /&gt;
** [[Minigun]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Plate armor]]: {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Flak vest]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak pants]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak jacket]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Marine armor]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
* '''Artificial body parts'''&lt;br /&gt;
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Ghoul plating]]:{{AnomalyIcon}} {{--|0.7 {{CS}}}}&lt;br /&gt;
** [[Metalblood heart]]:{{AnomalyIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Hediffs'''&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} &lt;br /&gt;
*** Very Mild: No effect&lt;br /&gt;
*** Mild: {{+|0.10 {{CS}}}}&lt;br /&gt;
*** Moderate: {{+|0.20 {{CS}}}}&lt;br /&gt;
*** Extreme: {{+|0.40 {{CS}}}}&lt;br /&gt;
** [[Ghoul frenzy]]:{{AnomalyIcon}} {{+|4 {{CS}}}} (available only for Ghouls)&lt;br /&gt;
* '''Genes''' {{BiotechIcon}}&lt;br /&gt;
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Naked speed]]:{{BiotechIcon}} &lt;br /&gt;
*** Unclothed: {{+|0.1 {{CS}}}}&lt;br /&gt;
*** Clothed: {{--|0.2 {{CS}}}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 428%).&lt;br /&gt;
* '''[[Glucosoid pump]]''':{{BiotechIcon}} Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
* '''[[Genes]]''':{{BiotechIcon}} These genes create offsets on Move Speed under certain conditions.&lt;br /&gt;
** '''[[Mild UV sensitivity]]''':{{BiotechIcon}} {{Bad|x90%}} when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Intense UV sensitivity]]''':{{BiotechIcon}} {{Bad|x80%}} when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Pollution stimulus]]''':{{BiotechIcon}} Scales with time spent on polluted tiles, maximum of {{Good|x120%}}.&lt;br /&gt;
* '''[[Children#Move_speed|Age]]''': Children have offsets on their movespeed, determined by age.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || {{Bad|x0.2}}&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || {{Bad|x0.75}} || {{Bad|x0.85}} || {{Bad|x0.95}} || '''x1'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): {{Good|×140%}}&lt;br /&gt;
* '''[[Light]]''': scaling linearly from {{Bad|×80%}} at 0% light to {{Bad|×100%}} at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.{{Check Tag|Animals/Mechanoids?}}&lt;br /&gt;
&lt;br /&gt;
=== External factors ===&lt;br /&gt;
==== [[Weather]] ====&lt;br /&gt;
* Rain and Foggy rain: '''×90%'''&lt;br /&gt;
* Rainy thunderstorm and Hard snow: '''×80%'''&lt;br /&gt;
&lt;br /&gt;
==== Path cost ====&lt;br /&gt;
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:&lt;br /&gt;
&lt;br /&gt;
 move speed factor = 1 / (1 + path cost * 0.077)&lt;br /&gt;
&lt;br /&gt;
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.&lt;br /&gt;
&lt;br /&gt;
Below is a selection of some common values. Minified things have a path cost of 14.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Path cost !! Move speed factor !! Examples (random)&lt;br /&gt;
|-&lt;br /&gt;
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
===== Flooring and terrain =====&lt;br /&gt;
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.&lt;br /&gt;
&lt;br /&gt;
* '''[[Floor]]ing''':&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
:{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Floor !! Move Speed Factor&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Move Speed Factor::!1]]&lt;br /&gt;
| ?Move Speed Factor&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Other '''[[terrain]]'''&lt;br /&gt;
** Chest-deep moving water: '''×24%'''&lt;br /&gt;
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''&lt;br /&gt;
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''&lt;br /&gt;
** Sand: '''×76%'''&lt;br /&gt;
** Lichen-covered soil: '''×81%'''&lt;br /&gt;
** Soil, Stony soil, Rich soil: '''×87%'''&lt;br /&gt;
* '''[[Snow]]'''&lt;br /&gt;
** Thin: '''×76%'''&lt;br /&gt;
** Medium: '''×62%'''&lt;br /&gt;
** Thick: '''×52%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[File:Maximum move speed vs normal.mp4|right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s]]&lt;br /&gt;
Moving speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = (Base value + Offsets) × Factors × External factors&lt;br /&gt;
&lt;br /&gt;
Let us calculate how fast a human could possibly go. It would have the following values:&lt;br /&gt;
* Base value: '''{{Q|human|Move Speed Base}} c/s'''&lt;br /&gt;
* Offsets:&lt;br /&gt;
** [[Jogger]] trait: {{+|0.4 c/s}}&lt;br /&gt;
** [[Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}&lt;br /&gt;
** [[Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
* Factors:&lt;br /&gt;
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')&amp;lt;ref&amp;gt;Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With [[Biotech (DLC)]]{{BiotechIcon}}, it is possible to gain [[Genes]] that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. &amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Glucosoid pump]]: Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
** [[Pollution stimulus]]: Maximum x120% when the pawn is on polluted tiles.&lt;br /&gt;
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''&lt;br /&gt;
* External factor: '''×100%'''&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1+.5+.4)*4.28*1.2*1.48*1.4 round2}} c/s'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Move Speed&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;MoveSpeed&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;move speed&lt;br /&gt;
| Speed of movement in cells per second.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' 3.0&lt;br /&gt;
* '''Min Value:''' 0.15&lt;br /&gt;
* '''To String Style:''' FloatTwo&lt;br /&gt;
* '''Format String:''' {0} c/s&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
|&lt;br /&gt;
* '''Capacity Factors:'''&lt;br /&gt;
** Capacity: '''[[Moving]]'''&lt;br /&gt;
*** Weight: '''{{%|1}}'''&lt;br /&gt;
* '''Parts:'''&lt;br /&gt;
** '''StatPart_Glow:'''&lt;br /&gt;
*** Humanlike Only: {{Good|true}}&lt;br /&gt;
*** '''Factor From Glow Curve:'''&lt;br /&gt;
**** '''Points:'''&lt;br /&gt;
***** (0,0.80)&lt;br /&gt;
***** (0.30,1.00)&lt;br /&gt;
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}&lt;br /&gt;
*** Ignore If Incapable Of Sight: {{Good|true}}&lt;br /&gt;
*** Ignore If Prefers Darkness: {{Good|true}}&lt;br /&gt;
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}&lt;br /&gt;
| 2500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slowing down attackers ==&lt;br /&gt;
[[File:Speed in cluttered corridor.mp4|thumb|Different constructions and items that can be placed in a corridor to slow down attackers.]]&lt;br /&gt;
Structures can be built to reduce the speed of movement of attackers, for example before a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
One of the most commonly used techniques is to place objects or constructions alternating with empty tiles, as it is not the items or constructions that slow down the pawns, but the fact of climbing on and off them.&lt;br /&gt;
&lt;br /&gt;
However, pawns are significantly more slowed down by doors held open in a row, and even more by placing chunks or other items inside them.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the configurations shown in the thumbnail video, as well as other similar items or constructions (time is to cross 41 tiles, move speed factor is approximate):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time&amp;lt;br&amp;gt;(s) !! Move&amp;lt;br&amp;gt;speed&amp;lt;br&amp;gt;factor !! Corridor contents&amp;lt;br&amp;gt;(not exhaustive)&lt;br /&gt;
|-&lt;br /&gt;
|10	&lt;br /&gt;
|100%&lt;br /&gt;
|Most [[floor]]s ([[concrete]], [[Tile floor|tiles]], [[smooth stone]], etc.), [[plant pot]]s, [[power switch]]es, [[pen marker]]s, [[column]]s.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|66%&lt;br /&gt;
|Spaced item stacks (any item, such as [[stone block]]s, [[wood]], etc.), [[standing lamp]]s, [[animal sleeping box]]es, [[animal bed]]s, [[corpse]]s (fresh, rotten, human, animal, mechanoid, etc.), [[ship landing beacon]]s.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|50%&lt;br /&gt;
|Spaced [[stool]]s, [[chair]]s, [[armchair]]s, [[firefoam popper]]s, [[moisture pump]]s.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|42%&lt;br /&gt;
|Spaced [[barricade]]s, [[sandbag]]s, [[chunk]]s (stone &amp;amp; steel), [[brazier]]s.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37%&lt;br /&gt;
|Spaced [[small shelves]], [[deep drill]]s.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34%&lt;br /&gt;
|Alternating chunks and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|26%&lt;br /&gt;
|Spaced [[fence]]s.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|25%&lt;br /&gt;
|Row of [[door]]s held open ([[autodoor]]s held open act the same).&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|24%&lt;br /&gt;
|Row of doors held open containing chunks in a row.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|19%&lt;br /&gt;
|Row of doors held open containing spaced chunks.&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|17%&lt;br /&gt;
|Row of doors held open with alternating chunks and items/corpses.&lt;br /&gt;
|}&lt;br /&gt;
; Notes&lt;br /&gt;
* Only 1×1 constructions have been tested here.&lt;br /&gt;
* It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones, as are the doors), how big it is (an elephant's corpse is just as quick to get past as a rat's, one block is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).&lt;br /&gt;
* Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.&lt;br /&gt;
* Items and constructions available in the DLCs have not been tested.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The best solution seems to be to have a row of open doors with alternating [[chunk]]s and [[corpse]]s (1×1 [[stockpile]]s are an easy way to replace destroyed items and corpses).&lt;br /&gt;
&lt;br /&gt;
The advantage of adding rotting/dessicated human corpses is that it gives enemies who pass the '[[Mood#Observed rotting corpse|Observed rotting corpse]] ×5' debuff -12 (also using 1×1 stockpiles, placing 5 corpses is sometimes not enough, but 10 are), the downside is that it gives the same debuff to your pawns if they're within four tiles (unless they are [[bloodlust]]; [[cannibal]]s and [[psychopath]]s don't care about fresh corpses, but corpses rot pretty quickly). Animal corpses can also be used, but they're often more useful as meat.&lt;br /&gt;
&lt;br /&gt;
One drawback is that it is not possible to target a [[fire]] in a door with the [[Waterskip]] psycast, but on the other hand, [[Temperature#Heat transfer between rooms|heat]] spreads slower as every door creates its own room (although temperature gets quickly extreme as the 'room' is tiny).&lt;br /&gt;
&lt;br /&gt;
In the early game, using only chunks every two tiles is a good option, as they cost nothing and can be quickly replaced using the stockpile trick.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|section=1|reason=General Version history}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cataphract_armor&amp;diff=165167</id>
		<title>Cataphract armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cataphract_armor&amp;diff=165167"/>
		<updated>2025-07-16T06:07:02Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: Adjusted all movement speed debuffs and comparisons to 1.6 changes, removed mention of bionic arms being protected by flak vest as shoulders are no longer protected by flak vests, added movement speed change to version history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Cataphract armor&lt;br /&gt;
| image = CataphractArmor.png&lt;br /&gt;
| description = 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.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 400&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Cataphract armor&lt;br /&gt;
| work to make = 75000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue = 3120&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorsharp = 120&lt;br /&gt;
| armorheat = 60&lt;br /&gt;
| insulationcold = 36&lt;br /&gt;
| insulationheat = 12&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cataphract armor''' is a type of [[power armor]] introduced by the [[Royalty DLC]] that can effectively block gunshots, cuts, blunt trauma, or burns at the expense of a penalty to [[move speed]]. It forms a full set of armor along with the [[Cataphract helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a quest reward, purchased from traders, or found on [[Empire#Cataphract|Imperial Cataphracts]]. Acquiring it through fighting the Empire is difficult due to their ubiquitious [[Death acidifier]] implants and the general difficulty of killing the pawns wearing this armor and carrying the empire's best weapons.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Move Speed Note|0.50}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Melee Damage}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Cataphract armor is the strongest [[power armor]] in the game - but as expected, one of the most expensive. Like [[recon armor]] and [[marine armor]], it covers the limbs and torso, for great overall protection. It provides roughly the same protection as a marine armor of one quality level above its own (e.g., a normal set of cataphract armor is roughly equal to a good set of marine armor), or of recon armor two quality levels above its own. Cataphract armor also allows a pawn to reach the cap of 200% sharp protection at Legendary quality, and offers the highest blunt armor available in the game. &lt;br /&gt;
&lt;br /&gt;
The armor provides a [[Move Speed]] debuff of {{--|0.50}} c\s, double that of [[marine armor]] and over four times that of a flak vest, making the armor impractical for every day wear by some pawns. A [[moving]] factor of {{+|112%}} is needed to counter this penalty. This can be achieved by installing 1 [[bionic leg]] on the pawn.&lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests with duster ===&lt;br /&gt;
In terms of sharp protection, cataphract armor is comparable with a flak vest with [[hyperweave]] or [[thrumbofur]] duster, for areas covered by the vest. The vest combo tend to work better at high quality or low AP. The only places that aren't covered by the vest are the legs.&lt;br /&gt;
&lt;br /&gt;
For heat damage, devilstrand and hyperweave dusters are vastly better than cataphract armors with same quality. For blunt damage, cataphract armors are better.&lt;br /&gt;
&lt;br /&gt;
The weak protection for legs offered by this combo may not be as detrimental as it seems, because damage to the legs is non-lethal. And it tend to cause the pawn to be downed rather than leaving permanent injuries.&lt;br /&gt;
&lt;br /&gt;
The high protective value of cataphract armor is offset by its extreme cost, length of time to craft, and the move speed penalty of {{--|.50}} c/s. Flak vests and dusters are, by comparison, significantly cheaper and only incur a move speed penalty of {{--|.12}} c/s. The cataphract armor research project also requires 2 [[techprint]]s to be purchased and applied before it can be unlocked.&lt;br /&gt;
&lt;br /&gt;
The sharp armor of legendary cataphract armor is capped at 200%, making it worse than its legendary vest combo counterpart against almost all types of sharp attack.&lt;br /&gt;
&lt;br /&gt;
=== Compared to phoenix armor ===&lt;br /&gt;
[[Phoenix armor]]{{RoyaltyIcon}} is a sidegrade to cataphract armor, unlocked from the same research. Phoenix armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, but {{+|15%}} Heat armor, before [[quality]]. This discrepancy increases at higher quality. However, at legendary quality, both phoenix and cataphract armor offer the maximum of 200% Sharp protection, the most common form of damage. Phoenix armor costs {{Icon Small|Steel}} 75 [[steel]], {{Icon Small|Component}} 4 [[component]]s, and {{Icon Small|Chemfuel}} 75 more than marine. Steel, components, and chemfuel are likely easy to produce for a colony producing power armor, so the material cost is not terribly significant.&lt;br /&gt;
&lt;br /&gt;
Phoenix armor's main defensive advantage is that it reduces a human's [[flammability]] to 2%. [[Fire]] is a large threat to colonists - not because of its damage, but because it causes them to run around wildly. Phoenix armor reduces the chance of ignition from 70% to 2% - a massive benefit. Enemies with flame damage aren't terribly common (especially without the [[Biotech DLC]]). But 5% armor doesn't make a big difference, either. An extra 5% armor would translate to 2.5% chance to halve damage, and 2.5% chance to prevent all damage at the most. Phoenix armor, by comparison, nearly eliminates a dangerous type of threat.&lt;br /&gt;
&lt;br /&gt;
Phoenix armor also has an integrated flame launcher. It explodes into a 5x5 blast of fire, with each bolt costing {{Icon Small|Chemfuel}} 40 [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
Overall, the difference comes down to if you want to (nearly) prevent fire, or if you want some extra protection. This comparison should favor phoenix armor, especially at higher qualities. &lt;br /&gt;
* At excellent or better, phoenix armor reaches the (100% + weapon {{AP}}%) Sharp threshold for all ranged weapons. This is enough to always halve incoming sharp damage. In turn, this prevents all one-shots that could be prevented by any amount of armor. Past this threshold, armor has a reduced impact on protection: it only reduces ''chance to prevent damage'' rather than both ''chance to halve damage'' and ''chance to prevent damage''. See [[Apparel#Protection|Apparel]] for more details.&lt;br /&gt;
* At legendary quality, phoenix armor reaches the cap of 200% Sharp armor, making phoenix armor a no-brainer. While it still has less Blunt armor, blunt damage is comparatively rare. Blunt armor is never checked by any ranged weapon, only Sharp or Heat. Phoenix armor also has better Heat protection.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Cataphracts were heavy armored cavalry used in ancient warfare by people in Eurasia, including the Byzantines that inspired the Empire.&lt;br /&gt;
&lt;br /&gt;
Every set of cataphract armor found on an [[Empire#Cataphract|Imperial Cataphract]] will be white.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[prestige cataphract armor]]. [[Empire#Stellic warden|Stellic Wardens]] and [[Empire#Stellic defender|Defenders]] no longer spawn with a regular cataphract armor, and instead spawn with the prestige version.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Movement speed debuff changed from {{--|0.8}} c\s to {{--|0.5}} c\s&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Phoenix armor]] - a variant of cataphract armor that is slightly more protective against heat and temperature but less protective otherwise, with an integrated incendiary launcher.&lt;br /&gt;
* [[Prestige cataphract armor]] - a variant of cataphract armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Marine_armor&amp;diff=165166</id>
		<title>Marine armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Marine_armor&amp;diff=165166"/>
		<updated>2025-07-16T06:11:52Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: 1.6 movement speed change, removed mention of flak vests protecting shoulders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Marine armor&lt;br /&gt;
| image = PoweredArmor.png&lt;br /&gt;
| description = A suit of 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.&amp;lt;br/&amp;gt;Armor like this is often used by rapid-incursion space marines.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 340&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Marine armor&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| marketvalue  = 2035&lt;br /&gt;
| armorblunt  = 45&lt;br /&gt;
| armorsharp  = 106&lt;br /&gt;
| armorheat  = 54&lt;br /&gt;
| insulationcold = 32&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| tags = SpacerMilitary&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Marine armor''' is a set of [[power armor]] that forms a full set along with the [[Marine helmet]] and can effectively block gunshots, cuts, blunt trauma, or burns at the cost of a penalty to [[move speed]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, found in [[ancient shrine]]s, purchased from [[outlander]] and [[Empire]] {{RoyaltyIcon}} [[traders]] and [[faction base]]s, or obtained from the following [[raider]] kinds:&lt;br /&gt;
&amp;lt;!--Raider is linked instead of a faction because its they are Mercenaries used by both Outlanders and Pirates--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider#Elite mercenary|Elite mercenary]] || ? || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider#Boss|Boss]] || ? || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Grenadier|Grenadier]] {{RoyaltyIcon}} || 100% || Normal || 70-230%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Move Speed Note|0.25}} &lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Melee Damage}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Marine armor is in the middle of the 3 [[power armor]]s - more protective than [[recon armor]], but less protective than [[cataphract armor]]{{RoyaltyIcon}}. As expected, it is also the middle tier in terms of expense. Marine armor is roughly equivalent to a Recon armor of one [[quality]] level above (e.g. a Normal Marine armor ~= Good Recon armor), or a Cataphract armor one quality level below.&lt;br /&gt;
&lt;br /&gt;
In general, marine armor faces competition with the more economical [[flak vest]]. A vest with suitable overgarment ([[duster]] made of [[devilstrand]] / [[thrumbofur]] / [[hyperweave]], or [[flak jacket]]) is noticeably cheaper for similar protection. Instead of using resources to create body armor, first create [[marine helmet]]s or [[cataphract helmet]]s{{RoyaltyIcon}} (if available), while sticking to vests + overgarments. Once every relevant colonist is equipped with top-tier helmets, then you can start creating body armor. Marine armor is still more protective, but much more expensive for doing so.&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], an end-game colony should equip marine armor on every colonist that doesn't mind the movement penalty, unless they could use a specialized armor like the [[mechlord suit]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests ===&lt;br /&gt;
A [[flak vest]] and overgarment are able to provide similar levels of protection. Due to the game's [[Armor#Armor Rating|Armor Rating calculations]], a vest and [[devilstrand]] duster are roughly equivalent in Sharp protection, which is the most common form of damage, comprising of nearly all ranged attacks. A vest with a [[thrumbofur]] or [[hyperweave]] duster is superior, instead comparable to [[cataphract armor]]. If none of the 3 aforementioned textiles are available, then [[flak jacket]]s are not far behind. &lt;br /&gt;
&lt;br /&gt;
Marine armor is better than any combination for Blunt protection. But due to the relatively low armor values for both armor sets and the {{AP}} of the blunt weapons likely to be faced, the qualitative and quantitative disparity between the armor sets is small. When made of devilstrand or hyperweave, a duster offers much more Heat protection than power armor. &lt;br /&gt;
&lt;br /&gt;
In terms of coverage, flak vests do not cover any arms or any leg, but marine armor does. Dusters protect everything marine armor does, while flak jackets additionally do not cover the legs. Coverage is otherwise identical. However, the arms and legs are not vital to a pawn. If destroyed, it can be replaced for {{Required Resources|bionic arm}} - less than the cost of marine armor. Even though power armor provides superior coverage, flak vests and devilstrand are ''much'' cheaper while protecting all vital areas.&lt;br /&gt;
&lt;br /&gt;
In addition, flak vests only slow the user by -0.12c/s, rather than -0.25 c/s from marine armor. Flak jackets, if used, slow the user by another -0.12c/s, for a total of -0.24 c/s.&lt;br /&gt;
 &lt;br /&gt;
=== Compared to grenadier armor ===&lt;br /&gt;
[[Grenadier armor]]{{RoyaltyIcon}} is a sidegrade to marine armor, unlocked for the same research. Grenadier armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. This discrepancy increases at higher quality; at legendary quality, it is {{--|9%}} less protective in both armor categories. Grenadier costs {{Icon Small|Steel}} 75 [[steel]] and {{Icon Small|Component}} 4 [[component]]s more than marine. Steel and components are likely easy to produce for a colony producing power armor, so the material cost is not terribly significant.&lt;br /&gt;
&lt;br /&gt;
The advantage of grenadier armor is its integrated grenade launcher, allowing colonists to wield a weapon and fire what are effectively [[frag grenade]]s, at {{Icon Small|steel}} 25 [[steel]] per grenade. Unlike proper grenades, grenadier armor deals more damage if it is of masterwork or legendary quality. However, the limited number of charges and natural inaccuracy and low range of grenades limits the effectiveness of grenadier. While grenades can be useful, this usefulness is only seen at close range.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Every set of marine armor found on an [[Empire#Grenadier|Imperial Grenadier]] {{RoyaltyIcon}} will be green.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
In older versions,{{Check Tag|Which?}} it only reduced move speed by 0.1c/s but also reduced [[Global Work Speed]] by 10%&lt;br /&gt;
* Beta 19 -  Renamed from '''Power armor''' to '''Marine armor'''. Received a buff to armor rating, the crafting time was greatly reduced, and the cost was changed. It also received a new description and name.&lt;br /&gt;
* 1.1 - it received a slight nerf to sharp protection (108% --&amp;gt; 106%).&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[Prestige marine armor]]&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Now spawns on new [[Empire#Grenadier|Imperial grenadiers]].{{RoyaltyIcon}}&lt;br /&gt;
* 1.3.? - Description changed to fix the lore inconsistency as [[Empire#Pawns|Imperial Janissaries]] {{RoyaltyIcon}} don't wear the armor. ''&amp;quot;Armor like this is often used by imperial janissaries and rapid-incursion space marines.&amp;quot;'' -&amp;gt; ''&amp;quot;Armor like this is often used by rapid-incursion space marines.&amp;quot;''.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Movement speed debuff changed from {{--|0.4}} c\s to {{--.25}} c\s&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Grenadier armor]] - a slightly less protective variant of marine armor with an integrated grenade launcher.&lt;br /&gt;
* [[Prestige marine armor]] - a variant of marine armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prestige_cataphract_armor&amp;diff=165165</id>
		<title>Prestige cataphract armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prestige_cataphract_armor&amp;diff=165165"/>
		<updated>2025-07-16T06:20:26Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: 1.6 movement speed changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Prestige cataphract armor&lt;br /&gt;
| image = PrestigeCataphractArmor.png&lt;br /&gt;
| description = 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.&amp;lt;br/&amp;gt;Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 400&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Cataphract armor&lt;br /&gt;
| work to make = 150000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 190&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Gold&lt;br /&gt;
| resource 4 amount = 180&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue = 3930&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorsharp = 120&lt;br /&gt;
| armorheat = 60&lt;br /&gt;
| insulationcold = 36&lt;br /&gt;
| insulationheat = 12&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| has quality = true&lt;br /&gt;
| defName = Apparel_ArmorCataphractPrestige&lt;br /&gt;
| tags = PrestigeCombatGear&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Prestige cataphract armor''' is a set of power [[armor]] introduced by the [[Royalty DLC]] that forms a full set along with the [[Prestige cataphract helmet]]. It combines the defensive ability and [[move speed]] penalty of [[Cataphract armor]] with additional the psychic boosts of [[Eltex]] apparel.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Empire#Pawns|Stellic Guards]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The {{lc:{{PAGENAME}}}} improves a pawns [[psychic sensitivity]] by {{+|5%}}, and improves the pawn's base [[neural heat recovery rate]] by {{+|0.033}} heat per second, though this will be modified by their psylink level.&lt;br /&gt;
&lt;br /&gt;
To consider themselves properly dressed and avoid a {{--|4}} [[Mood|''&amp;quot;Want &amp;lt;TITLE&amp;gt;-specific apparel&amp;quot;'']] moodlet, [[Titles|nobles]] must wear rank-appropriate apparel. A {{lc:{{PAGENAME}}}} satisfies all non-headwear related requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; moodlet.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.50}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
The increase to [[Psychic Sensitivity]] primarily improves a pawns psychic power, but note that it also makes them more susceptible to psycasts themselves, as well as [[psychic drone]]s. This increase is inferior to the [[eltex vest]] that the prestige cataphract armor replaces, but in exchange it is significantly more protective.&lt;br /&gt;
&lt;br /&gt;
It is the most protective option for nobles.&lt;br /&gt;
&lt;br /&gt;
Protection-wise, the prestige cataphract armor is exactly as defensive as regular cataphract armor. Cataphract armor provides the best protection of any armor in the game, especially against blunt, and can block heat damage. Like [[Recon armor]] and [[Marine armor]] it also covers the limbs in addition to the torso making for great overall protections. It provides roughly the same protection as a Marine Armor of one quality level above its own, or of Recon Armor two quality levels above its own. It also allows a pawn to reach the cap of 200% sharp protection at Legendary quality. Compared to a [[flak vest]] and [[duster]], Cataphract armor offers strictly superior protection to all body parts when all items are the same [[quality]], regardless of duster material. However, Cataphract armor is much more expensive, needs a long time to make and also needs the Cataphract Armor research before being available. &lt;br /&gt;
&lt;br /&gt;
Acquiring it through fighting the Empire is also difficult due to their ubiquitous [[death acidifier]] implants and the general difficulty of killing the pawns wearing this armor and carrying the empires best weapons. The armor provides a significant [[Move Speed]] debuff of &amp;lt;nowiki&amp;gt;-0.50 c\s,&amp;lt;/nowiki&amp;gt; double that of [[marine armor]] and over four times that of a flak vest, making the armor impractical for every day wear by some pawns. A bionic leg may be used to offset this move speed penalty.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
{{Psychic Sensitivity Quality Table|0.05|0.033|noQuality=1}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Cataphracts were heavy armored cavalry used in ancient warfare by people in Eurasia, including the Byzantines that inspired the Empire.&lt;br /&gt;
&lt;br /&gt;
Every set found on a [[Empire#Stellic warden|Stellic Guard]], be it [[Empire#Stellic warden|Warden]] or [[Empire#Stellic defender|Defender]], will be red and of Excellent quality.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added and replaced the use of regular cataphract armor on [[Empire#Stellic warden|Stellic Wardens]] and [[Empire#Stellic defender|Defenders]]&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Movement speed debuff changed from {{--|0.8}} c\s to {{--|0.5}} c\s&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Cataphract armor]] - the base model. Identical protection, but not acceptable to nobles and offers no improvement to psychic abilities.&lt;br /&gt;
* [[Phoenix armor]] - a variant of cataphract armor that is slightly more protective against heat and temperature but less protective otherwise, with an integrated incendiary launcher.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prestige_marine_armor&amp;diff=165164</id>
		<title>Prestige marine armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prestige_marine_armor&amp;diff=165164"/>
		<updated>2025-07-16T06:14:22Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: 1.6 movement speed changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Prestige marine armor&lt;br /&gt;
| image = PrestigeMarineArmor.png&lt;br /&gt;
| description = A suit of 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.&amp;lt;br/&amp;gt;Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 340&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Marine armor&lt;br /&gt;
| work to make = 120000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Gold&lt;br /&gt;
| resource 4 amount = 100&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| marketvalue = 2530&lt;br /&gt;
| armorblunt = 45&lt;br /&gt;
| armorsharp = 106&lt;br /&gt;
| armorheat = 54&lt;br /&gt;
| insulationcold = 32&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| tags = PrestigeCombatGear&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Prestige marine armor''' is a set of power [[armor]] introduced by the [[Royalty DLC]] that forms a full set along with the [[Prestige marine helmet]]. It combines the defensive ability and [[move speed]] penalty of [[Marine armor]] with additional the psychic boosts of [[Eltex]] apparel.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The {{lc:{{PAGENAME}}}} improves a pawns [[psychic sensitivity]] by {{+|5%}}, and improves the pawn's base [[neural heat recovery rate]] by {{+|0.033}} heat per second, though this will be modified by their psylink level.&lt;br /&gt;
&lt;br /&gt;
To consider themselves properly dressed and avoid a {{--|4}} [[Mood|''&amp;quot;Want &amp;lt;TITLE&amp;gt;-specific apparel&amp;quot;'']] moodlet, [[Titles|nobles]] must wear rank-appropriate apparel. A {{lc:{{PAGENAME}}}} satisfies all non-headwear related requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; moodlet.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
The increase to [[Psychic Sensitivity]] primarily improves a pawns psychic power, but note that it also makes them more susceptible to psycasts themselves, as well as [[psychic drone]]s. This increase is inferior to the [[eltex vest]] that the prestige marine armor replaces, but in exchange it is significantly more protective.&lt;br /&gt;
&lt;br /&gt;
Protection-wise, the prestige marine armor is exactly as defensive as regular marine armor. Marine armor is the middle tier of the three types of power armor, the other two being the inferior [[recon armor]] and the superior [[cataphract armor]]. As expected, it is also the middle tier in expense and protection as well. While it provides the same coverage, Marine armor is roughly equivalent to a Recon armor of one [[quality]] level above (e.g. a Normal Marine armor ~= Good Recon armor), or a Cataphract armor one quality levels below. &lt;br /&gt;
&lt;br /&gt;
Compared a [[flak vest]] and [[duster]], the marine armor offers strictly superior protection to the arms and legs when all items are the same [[quality]], regardless of duster material. The interactions of two layers are dictated by the games [[Armor#Armor Rating|Armor Rating calculations]], and the result is that marine armor provides torso, neck and shoulders protection approximately equivalent to the combination of a [[devilstrand]] duster and flak vest, assuming all items are the same quality. However replacing the devilstrand with [[hyperweave]] or [[thrumbofur]] results in more protection to those areas. So while marine armor is more protective than a devilstrand duster and flak vest, when compared to better duster materials, the overall impact of the opposing traits of superior arm and leg protection and inferior torso, neck and shoulder protection on pawn survivability is currently unclear. However in this comparison, it should be noted that several vital organs are in the torso and the destruction of these can result in immediate death. It should also be noted that marine armor comes with a [[Move Speed]] debuff of -0.25 c\s, while a flak vest has a penalty of only -0.12c/s meaning there may be a reason to choose the flak vest and duster even with inferior protection. &lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Psychic Sensitivity Quality Table|0.05|0.033|noQuality=1}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - movement speed debuff changed from {{--|0.4}} c\s to {{--|0.25}} c\s&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Marine armor]] - the base model. Identical protection, but not acceptable to nobles and offers no improvement to psychic abilities.&lt;br /&gt;
* [[Grenadier armor]] - a slightly less protective variant of marine armor with an integrated grenade launcher.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=165163</id>
		<title>Grenadier armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=165163"/>
		<updated>2025-07-16T06:17:18Z</updated>

		<summary type="html">&lt;p&gt;Stonhinge: 1.6 movement speed changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Grenadier armor&lt;br /&gt;
| image = GrenadierArmor.png&lt;br /&gt;
| description = A variant of marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.&amp;lt;br/&amp;gt;Grenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| hp = 340&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Marine armor&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 75&lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| marketvalue  = 2305&lt;br /&gt;
| armorblunt  = 40&lt;br /&gt;
| armorsharp  = 101&lt;br /&gt;
| armorheat  = 49&lt;br /&gt;
| insulationcold = 32&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| range = 12.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| velocity = 16&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.9&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| defName= Apparel_ArmorMarineGrenadier&lt;br /&gt;
| has quality = True&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Grenadier armor''' is a set of [[power armor]] added by the [[Royalty DLC]]. It can effectively block gunshots, cuts, blunt trauma, or burns while allowing the user to launch frag grenades at the expense of inflicting a [[move speed]] penalty. It is a variant of [[marine armor]] and forms a full set along with the [[marine helmet]] &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[raiders]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
While less protective against all damage types compared to the base marine armor, the grenadier armor incorporates an integrated frag launcher.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
=== Frag launcher ===&lt;br /&gt;
[[File:Gizmo grenadier armor launch grenade.png|thumb|left|Launch grenade gizmo]]&lt;br /&gt;
Grenadier armor contains an integrated grenade launcher with similar stats to [[frag grenades]] but which does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. Up to two grenades can be launched before the launcher must be reloaded at a cost of {{Icon Small|steel}} 25 [[steel]] per grenade. The process takes {{Ticks|60}}. The grenades can be reloaded individually or all at once. The pawn will never automatically use the launcher - instead it must be manually activated by the player similar to [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use grenadier armor}}&lt;br /&gt;
&lt;br /&gt;
Unlike frag grenades, grenadier armor has a [[quality]] – an awful grenadier armor will deal less damage (90%, 45) than frag grenades (50), while masterwork (125%, 62) and legendary (150%, 75) quality armor has increased damage.&lt;br /&gt;
&lt;br /&gt;
The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Wearing a [[shield belt]] prevents firing the grenade launcher.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of integrated weapon,  better armor comparison, and overall value proposition}}&lt;br /&gt;
While less protective than Marine Armor, it gives the user the ability to launch up to two frag grenades at will before requiring a reload. These weapons are equivalent to the [[Frag grenades|regular thrown variant]] but do not take up a weapon slot. This can be useful to give the user flexibility in combat, such as giving [[Sniper rifle|snipers]] a crowd control option. &lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests ===&lt;br /&gt;
Compared to a [[flak vest]] and [[duster]], the grenadier armor offers strictly superior protection to the arms and legs when all items are the same [[quality]], regardless of duster material. The interactions of two layers are dictated by the games [[Armor#Armor Rating|Armor Rating calculations]], and the result is that grenadier armor provides torso, neck and shoulders protection approximately equivalent to the combination of a [[devilstrand]] duster and flak vest, assuming all items are the same quality. However, replacing the devilstrand with [[hyperweave]] or [[thrumbofur]] results in more protection to those areas. So while grenadier armor is more protective than a devilstrand duster and flak vest, when compared to better duster materials, the overall impact of the opposing traits of superior arm and leg protection and inferior torso, neck and shoulder protection on pawn survivability is currently unclear. However, in this comparison, it should be noted that several vital organs are in the torso and the destruction of these can result in immediate death. It should also be noted that grenadier armor comes with a [[Move Speed]] debuff of -0.25 c\s, while a flak vest has a penalty of only -0.12c/s meaning there may be a reason to choose the flak vest and duster even with inferior protection.&lt;br /&gt;
&lt;br /&gt;
=== Compared to marine armor === &lt;br /&gt;
Grenadier armor is a sidegrade to [[Marine armor]]. Grenadier armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. This discrepancy increases at higher quality; at legendary quality, grenadier armor is {{--|9%}} less protective in both armor categories. Grenadier armor, like marine armor, slows a pawn down by {{--|0.25}} {{CS}}. Both grenadier and marine armor require {{Required Resources|Marine armor}}, with grenadier armor also requiring an additional {{Icon Small|Steel}} 75 [[steel]] and {{Icon Small|Component}} 4 [[component]]s. Each grenade fired must be reloaded using {{Icon Small|Steel}} 25 [[steel]]. Steel and components are relatively easy to acquire or produce, so the material cost difference is not terribly significant between the two armors.&lt;br /&gt;
&lt;br /&gt;
The advantage of grenadier armor over marine armor is in allowing a colonist to use a non-grenade primary weapon, while still being able to use grenades when the need arises. This allows the combination of the longer range offered by most firearms and the high stopping power of a grenade against enemies who get close. The grenades fired by a grenadier armor-equipped pawn can do significant damage against targets who are clumped together, but are not effective against large or armored targets. However, the limited number of charges and natural inaccuracy and low range of grenades limits the effectiveness of this armor. While grenades can be useful, this usefulness is only seen at close range.&lt;br /&gt;
&lt;br /&gt;
=== Compared to other power armors ===&lt;br /&gt;
Grenadier armor is a half step below Marine armor, the middle tier power armor, in terms of protection. While it is still as or more protective than an equivalent set of [[Recon armor]], it only really maintains its superiority against sharp threats. Against secondary threats like blunt and fire, it is largely equivalent. Unlike marine armor, recon armor of better quality offers superior protection, while for some tiers it must be 2 tiers higher than a set of [[Cataphract armor]] to be more protective.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
It appears that this armor was originally meant to be worn by [[Empire#Grenadier|Imperial Grenadiers]] as implied by the item description. This is further evidenced by the [[Version/1.3.3066|Version 1.3.3066]] patch notes which mention that grenadiers were &amp;quot;updated&amp;quot; to spawn with plain marine armor instead of grenadier armor. As 1.3.3066 was the first stable version with grenadiers in the game, added as part of the Breacher raids that update brought, they must have spawned with Grenadier armor in unstable or internal testing versions prior to this. &lt;br /&gt;
&lt;br /&gt;
It is unknown why this was changed. The most obvious theories are: &lt;br /&gt;
# Ludeon never developed a method for NPC pawns to use the armor's ability and it was therefore incongruous to spawn in it; or &lt;br /&gt;
# That to fullfil the vision for their role as breachers, they needed more than two grenades but redundantly spawning with both the grenadier armor '''and''' [[frag grenade]]s would be incongrous; or&lt;br /&gt;
# Some combination of both 1 and 2.&lt;br /&gt;
However, without confirmation from Ludeon staff, these remain only theories.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Listed as no longer spawning on [[Empire#Grenadier|Imperial Grenadiers]], however see [[#Trivia|Trivia]]. Wearing a [[shield belt]] now prevents firing the grenade launcher. Previously, it could be fired but could only target only adjacent squares (including diagonals), meaning that self-detonation was likely. However, the protection offered by grenadier armor and the delay before detonation meant that, with careful timing, the wearer could escape without injury, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
* [[Version 1.6.4518|1.6.4518]] - movement speed debuff changed from {{--0.4}} c\s to {{--|0.25}} c\s&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Frag grenades]] - A weapon with similar stats to the integrated launcher.&lt;br /&gt;
* [[Marine armor]] - the base model. Slightly more protective but without the grenade launcher.&lt;br /&gt;
* [[Prestige marine armor]] - a variant of marine armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]] [[Category:Spacer Weapons]] [[Category:Explosive Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Stonhinge</name></author>
	</entry>
</feed>