Marine helmet

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Marine helmet

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

Type
GearArmor
Tech Level
Spacer
Market Value
635 Silver
Mass
1.5 kg
HP
160

Apparel

Insulation - Cold
°C (7.2 °F)
Insulation - Heat
°C (3.6 °F)
Armor - Sharp
106%
Armor - Blunt
45%
Armor - Heat
54%
Lifestage
Adult
Coverage
Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw
Layer
Headgear

Creation

Crafted At
Fabrication bench
Required Research
Marine armor
Skill Required
Crafting 7
Work To Make
21,000 ticks (5.83 mins)
Work Speed Stat
General Labor Speed
Resources to make
Plasteel 40 + Advanced component 1
Technical
Has Quality
True
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[edit]

Marine helmets can be crafted at a fabrication bench once the marine armor research project has been completed. Each requires Plasteel 40 Plasteel, Advanced component 1 Advanced component, 21,000 ticks (5.83 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 7.

Alternatively, they can be received as a quest reward, found in ancient shrines, purchased from outlander and Empire Content added by the Royalty DLC 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 Content added by the Royalty DLC 100% Normal 70-230%

Summary[edit]

A marine helmet has a slave suppression offset of −10%. When worn by a slave,Content added by the Ideology DLC this acts as an offset to the rate at which the slave loses suppression.Content added by the Ideology DLC Note that by default, slaves lose between −5% and −20% suppression per day depending on their current level of suppression. This loss rate stacks additively with all sources of slave suppression offset, with a minimum of 0% loss per day.

Analysis[edit]

Marine helmets are in the middle of the 3 power armors, stronger than the recon helmet, and weaker than the cataphract helmetContent added by the Royalty DLC. 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 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 helmets Content added by the Royalty DLC only cost an additional Plasteel 10 plasteel compared to marine. However, researching Cataphract armor requires 2 of its techprints. This can potentially be an issue; but once you can build cataphract helmets, there is little reason not to unless you already have a particularly high quality marine 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 as the social impact hats or the mechlord helmet.Content added by the Biotech DLC

Stats table

  • Marine helmet Marine helmet Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Awful 63.6% 27% 32.4% 160 -3.2 °C (-5.8 °F) +1.6 °C (2.9 °F) 315 Silver
    Poor 84.8% 36% 43.2% 160 -3.6 °C (-6.5 °F) +1.8 °C (3.2 °F) 475 Silver
    Normal 106% 45% 54% 160 -4 °C (-7.2 °F) +2 °C (3.6 °F) 635 Silver
    Good 121.9% 51.75% 62.1% 160 -4.4 °C (-7.9 °F) +2.2 °C (4 °F) 795 Silver
    Excellent 137.8% 58.5% 70.2% 160 -4.8 °C (-8.6 °F) +2.4 °C (4.3 °F) 950 Silver
    Masterwork 153.7% 65.25% 78.3% 160 -6 °C (-10.8 °F) +3 °C (5.4 °F) 1585 Silver
    Legendary 190.8% 81% 97.2% 160 -7.2 °C (-13 °F) +3.6 °C (6.5 °F) 3175 Silver

    For the full effects of qualities, see Quality.

  • Styles[edit]

    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[edit]

    Every marine helmet found on an Imperial Grenadier Content added by the Royalty DLC will be green.

    Version history[edit]

    • 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
    • 1.2.2753 - Icons of spacer armor now display as off-white instead of dark gray.
    • 1.3.3066 - Now spawns on new Imperial grenadiers.Content added by the Royalty DLC
    • Ideology DLC Release - Received styles via new Ideoligion style system.
    • 1.3.? - Description changed to fix the lore inconsistency as Imperial Janissaries Content added by the Royalty DLC 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[edit]

    • Prestige marine helmet - a variant of the marine helmet that both pleases nobles and improves psychic ability.