Difference between revisions of "Marine armor"
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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. | 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. | ||
− | In general, a [[flak vest]] | + | In general, a [[flak vest]] worn with a suitable overgarment ([[duster]] made out of [[devilstrand]] / [[thrumbofur]] / [[hyperweave]], or [[flak jacket]]) is noticeably cheaper, while providing roughly similar protection. Instead of creating body armor, you should use your resources to make [[marine helmet]]s or [[cataphract helmet]]s{{RoyaltyIcon}} (if available) first, while sticking to the vest + overgarment combo. Once every relevant colonist is equipped with top-tier helmets, then you can start creating body armor. |
In the endgame, every colonist who doesn't mind the movement penalty should be wearing a set of marine armor, unless [[cataphract armor]]{{RoyaltyIcon}} is available. | In the endgame, every colonist who doesn't mind the movement penalty should be wearing a set of marine armor, unless [[cataphract armor]]{{RoyaltyIcon}} is available. |
Revision as of 22:10, 21 January 2023
Marine armor
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.
Armor like this is often used by rapid-incursion space marines.
Base Stats
Apparel
- Insulation - Cold
- 32 °C (57.6 °F)
- Insulation - Heat
- 9 °C (16.2 °F)
- Armor - Sharp
- 106%
- Armor - Blunt
- 45%
- Armor - Heat
- 54%
- Coverage
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
- Layer
- Middle, Outer
Creation
- Required Research
- Marine armor
- Skill Required
- Crafting 7
- Work To Make
- 60,000 ticks (16.67 mins)
- thingCategories
- ApparelArmor
- thingSetMakerTags
- RewardStandardHighFreq
- defaultOutfitTags
- Soldier
- tags
- SpacerMilitary
- tradeTags
- HiTechArmor
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.
Acquisition
Marine Armor can be crafted at a Fabrication bench once the Marine armor research project has been completed. They require 100 Plasteel, 20 Uranium, 4 Advanced components, 60,000 ticks (16.67 mins) of work, and a Crafting skill of 7.
Alternatively, the armor 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 equipped, it slows its wearer's move speed by −0.40 c/s.
When worn by a slave, marine armor increases the rate that suppression is lost by 30% per day. This stacks additively with all other forms of suppression loss rate offsets.
Analysis
Marine armor is in the middle of the 3 power armors - more protective than recon armor, but less protective than cataphract armor. 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.
In general, a flak vest worn with a suitable overgarment (duster made out of devilstrand / thrumbofur / hyperweave, or flak jacket) is noticeably cheaper, while providing roughly similar protection. Instead of creating body armor, you should use your resources to make marine helmets or cataphract helmets (if available) first, while sticking to the vest + overgarment combo. Once every relevant colonist is equipped with top-tier helmets, then you can start creating body armor.
In the endgame, every colonist who doesn't mind the movement penalty should be wearing a set of marine armor, unless cataphract armor is available.
Compared to flak vests
A flak vest and strong duster are able to provide similar levels of protection. Due to the game's Armor Rating calculations, a vest and devilstrand duster are roughly equivalent in Sharp protection. A vest with a thrumbofur or hyperweave duster are slightly superior. If none of the 3 textiles are available, then flak jackets are not far behind. Marine armor is better then 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 more Heat protection than power armor.
Both flak vests and dusters / flak jackets protect every vital body part, except for the head. However, the vests do not cover organic arms or any leg, but marine armor does. Even though power armor provides superior coverage, flak vests and devilstrand are much cheaper while protecting all vital areas. If an arm or leg is destroyed, it can be replaced for 15 Plasteel, 4 Advanced components, which is less than the cost of marine armor.
In addition, flak vests only slow the user by -0.12c/s, rather than -0.40 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.
Compared to grenadier armor
Grenadier armor is a sidegrade to marine armor, unlocked at the same time. 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 75 steel and 4 components more than marine. Steel and componetns are likely easy to produce for a colony producing power armor, so the material cost is not terribly significant.
The advantage of grenadier armor is its integrated grenade launcher, allowing colonists to wield a weapon and fire what are effectively frag grenades, at 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.
Stats table
For the full effects of qualities, see Quality.
Trivia
Every set of marine armor found on an Imperial Grenadier will be green.
Version history
In older versions,[Which?] it only reduced move speed by 0.1c/s but also reduced Global Work Speed by 10%
- Beta 19 - it 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.
- 0.19/1.0 - Renamed from Power armor to Marine armor
- 1.1 - it received a slight nerf to sharp protection (108% --> 106%).
- 1.1.2647 - No longer meets the clothing requirement of nobles, replaced in that role by Prestige marine armor
- 1.3.? - description changed to fix the lore inconsistency as Imperial Janissaries don't wear the armor. "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
- Grenadier armor - a slightly less protective variant of marine armor with an integrated grenade launcher.
- Prestige marine armor - a variant of marine armor that both pleases nobles and improves psychic ability.