Shield belt

From RimWorld Wiki
Jump to navigation Jump to search

Shield belt

Shield belt

A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.


Base Stats

Type
GearUtility
Tech Level
Spacer
Market Value
390 Silver
Mass
3 kg
HP
100

Apparel

Clothing For Nudity
False
Coverage
Waist
Layer
Belt
Lifestage
Child, Adult
Equip Delay
120 ticks (2 secs)

Creation

Crafted At
Machining table
Required Research
Shields
Skill Required
Crafting 6
Work To Make
14,000 ticks (3.89 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 50 + Plasteel 20 + Component 2
Technical
defName
Apparel_ShieldBelt
Has Quality
True
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardQualitySuper
tags
BeltDefense


The shield belt is a defensive utility item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.

Acquisition[edit]

Shield belts can be crafted at a machining table once the Shields research project has been completed. Each requires Steel 50 Steel, Plasteel 20 Plasteel, Component 2 Components, 14,000 ticks (3.89 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

Alternatively, they can be received as a quest reward, purchased from traders, or found on raiders. Flesh sacksContent added by the Anomaly DLC also have a small ~1.95% chance of dropping a shield belt after being destroyed.

Summary[edit]

Shield strength widget

Shield belts are worn at the waist, and use their own charge to stop damage from incoming ranged attacks and explosions (except flame explosions, which penetrate). The amount of charge is dependent on the belt's quality, with the default being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield will temporarily shutdown. The shield does not prevent pawns from being set on fire, explosions from detonating, or from being staggered by weapons with sufficient stopping power.

Active shield belts constantly recharge at a rate dependent on their quality. However, once a shield's charge is completely depleted, the shield will be disabled temporarily before beginning to recharge. Any EMP damage will also immediately deplete an active shield belt's charge. In either case, it takes 3,200 ticks (53.33 secs) for a disabled shield belt to begin charging again. They will recharge starting from 20 hit points, meaning they can be easily overloaded once again.

Wearing a shield belt prevents the user from firing, but not equipping, most ranged weapons (including thrown weapons, such as grenades or pila, but excluding the incineratorContent added by the Anomaly DLC and beam graserContent added by the Odyssey DLC, which function normally). They can still use them as blunt melee weapons. The ranged weapons integrated into the grenadier armor Content added by the Royalty DLC and phoenix armor Content added by the Royalty DLC are also disabled, though a sanguophage's Content added by the Biotech DLC piercing spine is not. Note that shield belt wearers will not fire even if a shield belt is deactivated by damage or EMP.

Enemies can also wear shield belts and use them. For example, even upon being resurrected as a shamblerContent added by the Anomaly DLC, pawns with a shield belt equipped will still use it as normal.

Active shield belts will completely protect pawns from the damage caused by a Hunter droneContent added by the Odyssey DLC explosion. Any shield belt below good quality will immediately be depleted from the explosion damage however.

Like all utility items, a shield belt is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.

Quality table[edit]

The following table lists how much protection a shield belt provides at each quality level.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Maximum charge 66 88 110 132 154 187 231
    Damage capacity 20 26.7 33.3 40 46.7 56.7 70
    Recharge rate (energy per second) 11.7 12.4 13 13.7 14.3 15.6 16.9
    Market Value 195 Silver 290 Silver 390 Silver 485 Silver 585 Silver 975 Silver 1950 Silver
  • Visuals[edit]

    The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.

    Analysis[edit]

    A pawn wearing shield belt attracts fire from a pikeman while other pawns shoot

    A shield belt is a valuable piece of equipment for melee fighters and noncombatants. Shield belts provide a constant, regenerating source of HP, and notably prevent lucky headshots from killing pawns so long as the shield remains up. They can protect against friendly fire as well as enemy fire. Caution should be used, as charging head-on into a large raid will end up breaking the belt. It is especially useful when attacking turrets in melee, or facing hunter drones,Content added by the Odyssey DLC as an active shield belt will block explosions caused by them.

    It is worth noting that shield belts are not limited to "pure" melee pawns. Pawns intended for luring strategies should wear a shield belt. Pacifists and nonfighting childrenContent added by the Biotech DLC should wear a shield belt, as they can't use ranged weapons or most utility items anyways, and the shield can help protect the pawn in case of a mental break, but they are typically the least important pawns to shield. IncineratorsContent added by the Anomaly DLC are an effective weapon that allows shield belt use. In addition, shield belts can make it easier to rescue pawns, although this should not be the only reason to wear a shield belt.

    Dedicated psycastersContent added by the Royalty DLC can wear a shield belt to safely engage combat, especially if wearing low protection psycaster gear.

    Strategies[edit]

    It is ideal for shield belts to not break. If you have multiple colonists with shield belts, one way to do this is to "rotate" them, sending pawns away once the shield belt is about to break or has broken. A way to jump or skip (see below) is recommended for this strategy as shield belts do not prevent staggering.

    Shield belt pawns can be used as cover, protecting other pawns from bullets. One way to do this is to have 2 rows of cover, putting the melee pawns in the first row, and ranged pawns in the second.

    To avoid EMPing your own pawns, you can use EMP on a group of mechs, have melee pawns approach once the mechs are stunned, and have the EMP thrower target a different area.

    Comparisons[edit]

    Shield belts are relatively better without any DLC, as the utility options available in Core are limited and most good items are rare and nonrechargable.

    Smokepop belts can be used to reduce ranged accuracy, helping melee fighters and making repositioning/rescuing easier. However, blind smoke also reduces the accuracy of your own colonists, so shield belts are typically more practical if you rely on ranged attackers.

    Jump packsContent added by the Royalty DLC enable melee fighters to enter and exit the fray, allowing them to take out high priority ranged targets, and do other important movement tasks. However, it is possible to jump while wearing a shield belt by using locust armorContent added by the Royalty DLC or the longjump legs geneContent added by the Biotech DLC, while the skip psycastContent added by the Royalty DLC can be used for a similar effect. If one of those can be acquired, the jump pack is relatively redundant. The locust armor + shield belt combination should be compared to a heavy armor + jump pack combo; the locust armor is likely better against ranged attacks (due to shield belt's immunity to vital shots) but is worse against melee attacks.

    Trivia[edit]

    • Shield belts bear some similarity to shields in the Dune franchise, mainly in that they do not allow any high-speed object to enter or exit the shield, rendering guns useless to shield belt users, as well as nullifying explosions.

    Version history[edit]

    • 0.9.722 - Added as the Personal shield.
    • Alpha 17 - Renamed from Personal shield to Shield belt. Now has a crafting recipe and also gained a slight retexture.
    • Beta 19 - its crafting cost and market value is greatly reduced.
    • 1.2.2900 or earlier - Shields used to block attacks from Spike traps as if they were ranged attacks, however this is no longer the case.
    • 1.3.3066 - Wearing a shield belt now prevents firing the integrated launcher in the grenadier armor Content added by the Royalty DLC and phoenix armor Content added by the Royalty DLC. Previously they could be fired but could only target only adjacent squares (including diagonals).
    • Unknown version after Version/1.3.3101 - Shield belts are now defined as having Spacer tech level. Previously, they were defined as having an medieval tech level despite requiring an industrial research project and obviously being a high tech piece of equipment.
    • 1.4.3523 - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
    • 1.4.3531 - ChildrenContent added by the Biotech DLC can now wear shield belts.
    • 1.4.3682 - Fix: Error when shield belt on ground is hit by EMP explosion.