Flak jacket

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Flak jacket

Flak jacket

A tough fabric jacket with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.

Base Stats

Type
GearArmor
Tech Level
Medieval
Market Value
290 Silver
Mass
4 kg
HP
260

Apparel

Insulation - Cold
14.4 °C (25.9 °F)
Insulation - Heat
°C (5.4 °F)
Armor - Sharp
40%
Armor - Blunt
8%
Armor - Heat
10%
Clothing For Nudity
True
Lifestage
Adult
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
Layer
Outer

Creation

Crafted At
Machining table
Required Research
Flak armor
Skill Required
Crafting 4
Work To Make
14,000 ticks (3.89 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 70 + Cloth 50 + Component 1
Technical
Has Quality
True
thingCategories
ApparelArmor
defaultOutfitTags
Soldier
tags
IndustrialAdvanced
tradeTags
Clothing, Armor


The flak jacket is a piece of armor that provides protection to the torso and arms at the cost of a penalty to move speed.

Acquisition

Flak jackets can be crafted at a machining table once the flak armor research project has been completed. Each requires Steel 70 Steel, Cloth 50 Cloth, Component 1 Component, 14,000 ticks (3.89 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.

Flak jackets can also be commonly found on Outlanders, Pirates, Ancients, and Imperial Troopers Content added by the Royalty DLC.

Summary

When equipped, a flak jacket reduces the pawn's base move speed by −0.12 c/s. As offsets such as these apply before multiplicative effects such as from Moving capacity, the actual impact on move speed can be larger or smaller than this value. For example, a pawn with 125% Moving would have their speed decreased by −0.15 c/s, while a pawn with only 50% Moving would only have their speed decreased by −0.06 c/s. See Move Speed for details.

Analysis

In general, you should prioritize getting flak vests for your all relevant colonists, before making jackets. Vests are cheaper, provide much more armor, and cover everything the jacket does except for the arms - which can eventually be replaced. For reference, a normal flak vest has 100% Sharp armor, compared to 40% Sharp from a normal jacket. As jackets can be worn over a flak vest, this does not mean that jackets are bad, just that vests should be created first.

Overall, flak jackets have low resource costs and accessible research. Combined with vests, and they can provide useful protection in the early-mid game.

However, devilstrand dusters are almost strictly superior. They provide slightly more sharp & blunt protection, significantly more heat insulation, protect the legs, and have no movement speed penalty - their only statistical downside being a tiny decrease in cold insulation. Devilstrand has the advantage of being growable, unlike steel. Mid-late game colonies are often able to grow enough devilstrand for dusters, making flak jackets obsolete. Other late-game materials, such as hyperweave and thrumbofur, are rarer, but offer even more protection.

Due to the speed and coverage detriments of flak jackets, even dusters of strong leathers, like rhinoceros leather may be preferable despite offering slightly less protection to the upper body.

Sharp protection by flak jacket and vest; with marine armor for reference

Stats table

  • Flak jacket Flak jacket Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Awful 24% 4.8% 6% 260 -11.52 °C (-20.7 °F) +2.4 °C (4.3 °F) 145 Silver
    Poor 32% 6.4% 8% 260 -12.96 °C (-23.3 °F) +2.7 °C (4.9 °F) 215 Silver
    Normal 40% 8% 10% 260 -14.4 °C (-25.9 °F) +3 °C (5.4 °F) 290 Silver
    Good 46% 9.2% 11.5% 260 -15.84 °C (-28.5 °F) +3.3 °C (5.9 °F) 360 Silver
    Excellent 52% 10.4% 13% 260 -17.28 °C (-31.1 °F) +3.6 °C (6.5 °F) 435 Silver
    Masterwork 58% 11.6% 14.5% 260 -21.6 °C (-38.9 °F) +4.5 °C (8.1 °F) 725 Silver
    Legendary 72% 14.4% 18% 260 -25.92 °C (-46.7 °F) +5.4 °C (9.7 °F) 1450 Silver

    For the full effects of qualities, see Quality.

  • Styles

    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.

    Version history