Difference between revisions of "Marine helmet"
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Marine helmets are in the middle of the 3 [[power armor]]s, stronger than the [[recon helmet]], and weaker than the [[cataphract helmet]]{{RoyaltyIcon}}. Unlike the [[simple helmet]] and [[flak helmet]], all 3 power armors cover the full head. The marine helmet is roughly equivalent to a Recon Helmet of one [[quality]] level above (e.g. a Normal Marine Helmet ~= Good Recon Helmet), or a cataphract helmet one quality levels below. | Marine helmets are in the middle of the 3 [[power armor]]s, stronger than the [[recon helmet]], and weaker than the [[cataphract helmet]]{{RoyaltyIcon}}. Unlike the [[simple helmet]] and [[flak helmet]], all 3 power armors cover the full head. The marine helmet is roughly equivalent to a Recon Helmet of one [[quality]] level above (e.g. a Normal Marine Helmet ~= Good Recon Helmet), or a cataphract helmet one quality levels below. | ||
− | The marine helmet only costs {{icon small|plasteel}} 10 [[plasteel]] more than a [[recon helmet]]. And unlike the body armors, helmets do not slow the wearer down. Therefore, there is little reason to | + | The marine helmet only costs {{icon small|plasteel}} 10 [[plasteel]] more than a [[recon helmet]]. And unlike the body armors, helmets do not slow the wearer down. Therefore, there is little reason to make recon helmets over marine helmets, once Marine Armor has been researched. Likewise, [[cataphract helmet]]s only cost an additional {{icon small|plasteel}} 10 [[plasteel]] from marine. However, researching [[Research#Cataphract armor|Cataphract armor]] requires 2 of its [[techprint]]s, which can potentially be an issue. |
− | Without the [[Royalty DLC]], an end-game colony should equip marine helmets on every colonist that does not require some other specialized headwear, such [[social impact]] hats or the [[mechlord helmet]]. | + | Without the [[Royalty DLC]], an end-game colony should equip marine helmets on every colonist that does not require some other specialized headwear, such [[social impact]] hats or the [[mechlord helmet]]{{BiotechIcon}}. |
{{Apparel Quality Table}} | {{Apparel Quality Table}} |
Revision as of 17:34, 19 January 2023
Marine helmet
A marine armor helmet, with a built-in status computer and layered plasteel-weave plates. Armor like this is often used by rapid-incursion space marines.
Base Stats
Apparel
- Insulation - Cold
- 4 °C (7.2 °F)
- Insulation - Heat
- 2 °C (3.6 °F)
- Armor - Sharp
- 106%
- Armor - Blunt
- 45%
- Armor - Heat
- 54%
- Coverage
- Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw
- Layer
- Headgear
Creation
- Required Research
- Marine armor
- Skill Required
- Crafting 7
- Work To Make
- 21,000 ticks (5.83 mins)
- thingCategories
- ArmorHeadgear
- thingSetMakerTags
- RewardStandardHighFreq
- defaultOutfitTags
- Soldier
- tags
- SpacerMilitary
- tradeTags
- HiTechArmor
A Marine helmet is a full-head power armor helmet that forms a full set along with the Marine armor.
Acquisition
Marine helmets can be crafted at a Fabrication bench once the Marine armor research project has been completed. They require 40 Plasteel, 1 Advanced component, 21,000 ticks (5.83 mins) of work, and a Crafting skill of 7.
Alternatively, they can be received as a quest reward, found in ancient shrines, purchased from outlander and Empire traders and faction bases, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Elite mercenary | ? | Normal | 70-230% |
Boss | ? | Normal | 70-230% |
Grenadier | 100% | Normal | 70-230% |
Summary
When worn by a slave, a marine helmet increases the rate that suppression is lost by 10% per day. This stacks additively with all other forms of suppression loss rate offsets.
Analysis
Marine helmets are in the middle of the 3 power armors, stronger than the recon helmet, and weaker than the cataphract helmet. Unlike the simple helmet and flak helmet, all 3 power armors cover the full head. The marine helmet is roughly equivalent to a Recon Helmet of one quality level above (e.g. a Normal Marine Helmet ~= Good Recon Helmet), or a cataphract helmet one quality levels below.
The marine helmet only costs 10 plasteel more than a recon helmet. And unlike the body armors, helmets do not slow the wearer down. Therefore, there is little reason to make recon helmets over marine helmets, once Marine Armor has been researched. Likewise, cataphract helmets only cost an additional 10 plasteel from marine. However, researching Cataphract armor requires 2 of its techprints, which can potentially be an issue.
Without the Royalty DLC, an end-game colony should equip marine helmets on every colonist that does not require some other specialized headwear, such social impact hats or the mechlord helmet.
Stats table
For the full effects of qualities, see Quality.
Styles
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Trivia
Every marine helmet found on an Imperial Grenadier will be green.
Version history
- 0.19/1.0 - it received a recipe change and a rename from Power helmet to Marine helmet.
- 1.1 - Received a buff to sharp protection (100% --> 106%) and blunt protection (36% --> 45%) and a nerf to heat protection (90% --> 54%).
- 1.1.2647 - No longer meets the clothing requirement of nobles, replaced in that role by Prestige marine helmet
- 1.3.? - description changed to fix the lore inconsistency as Imperial Janissaries don't wear the helmet. "Armor like this is often used by imperial janissaries and rapid-incursion space marines." -> "Armor like this is often used by rapid-incursion space marines.".
See also
- Prestige marine helmet - a variant of the marine helmet that both pleases nobles and improves psychic ability.