List of headgear (no ontology)
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* '''G''': Protection against gas-based attacks | * '''G''': Protection against gas-based attacks | ||
* '''Xfg''': Blocks [[Key item|face gear]] ; cannot wear face gear items while this item is worn. | * '''Xfg''': Blocks [[Key item|face gear]] ; cannot wear face gear items while this item is worn. | ||
- | |||
* '''M!''': Half melee damage | * '''M!''': Half melee damage | ||
* '''X!''': Explosion-proof | * '''X!''': Explosion-proof | ||
* '''R''': Fire retardant | * '''R''': Fire retardant | ||
- | * ''' | + | * '''RagOK''': Can be cut into [[Crafting#Crafting ingredients|Rags]], with rag yield multiplier (0.5x or 2x). No multiplier listed = 1x. |
+ | * '''MC x''': Maximum condition is '''x''' units instead of the default 4 ('''MC 5''' means '''Max condition 5''') | ||
+ | * '''NVG''': Integrated [[Night vision goggles]] (behave the same way as the face gear version; same battery life of 100 turns, and still requires WL2 batteries) | ||
=== List === | === List === | ||
Line 31: | Line 32: | ||
| 1 | | 1 | ||
| 10 P$ | | 10 P$ | ||
- | | ''' | + | | '''RagOK-0.5x''' |
|- | |- | ||
| Bandana | | Bandana | ||
Line 40: | Line 41: | ||
| 1 | | 1 | ||
| 40 P$ | | 40 P$ | ||
- | | ''' | + | | '''RagOK-0.5x''' |
|- | |- | ||
| Baseball cap | | Baseball cap | ||
Line 103: | Line 104: | ||
| 3 | | 3 | ||
| 90 P$ | | 90 P$ | ||
- | | ''' | + | | '''RagOK-0.5x''' |
|- | |- | ||
| Cowboy hat | | Cowboy hat | ||
Line 148: | Line 149: | ||
| 14 | | 14 | ||
| 350 P$ | | 350 P$ | ||
- | | '''F''', '''M!''' | + | | '''F''', '''M!''', '''Xfg''' |
|- | |- | ||
| Hard hat | | Hard hat | ||
Line 213: | Line 214: | ||
| None | | None | ||
|- | |- | ||
- | | Power Armor | + | | Power Armor Helmet |
| A5 | | A5 | ||
| '''PROOF''' | | '''PROOF''' | ||
Line 220: | Line 221: | ||
| 14 | | 14 | ||
| ''N/A'' | | ''N/A'' | ||
- | | '''^''', '''F''', '''G''', '''Xfg''', ''' | + | | '''^''', '''F''', '''G''', '''Xfg''', '''R''', '''M!''', '''X!''' |
+ | |- | ||
+ | | Power Armor Helmet Mark II | ||
+ | | A5 | ||
+ | | '''PROOF''' | ||
+ | | '''PROOF''' | ||
+ | | '''PROOF''' | ||
+ | | 14 | ||
+ | | ''N/A'' | ||
+ | | '''^''', '''F''', '''G''', '''Xfg''', '''R''', '''M!''', '''X!''', '''MD 5''', '''NVG''' | ||
|- | |- | ||
| SRA Face-Shield helmet | | SRA Face-Shield helmet | ||
Line 280: | Line 290: | ||
Extra tags: | Extra tags: | ||
* '''VarAC''': Variable Armor Class. | * '''VarAC''': Variable Armor Class. | ||
- | |||
Affected clothing: | Affected clothing: | ||
- | * Power Armor Helmet: '''VarAC''' (1 battery repairs | + | * Power Armor Helmet, Power Armor Helmet Mark II: '''VarAC''' (1 battery repairs 1.00 condition) |
==== Variable AC ==== | ==== Variable AC ==== | ||
- | Armor | + | Armor with Variable AC has a condition meter, and AC changes according to current condition. Every hit that has inflicted Limb Damage to a body part protected with Variable AC armor will result in the armor losing 0.1 condition. |
- | * 3.01 points and above: A5 | + | * 3.01 points and above: '''A5''' |
- | * 2.01 - 3.00 points: A4 | + | * 2.01 - 3.00 points: '''A4''' |
- | * 1.01 - 2.00 points: A3 | + | * 1.01 - 2.00 points: '''A3''' |
- | * 0.01 - 1.00 points: A2 | + | * 0.01 - 1.00 points: '''A2''' |
- | * | + | * 0.00 points: '''A1'''. Note that at 0 points, a VarAC piece of armor does not actually break down. |
- | + | Protection ratings (either as Armor Class or as AC tier increases) listed on the event lines assume it is fully charged. For event lines with protection rating displayed as '''AC tier +X''', treat it as follows: | |
+ | * 3.01 points and above: '''AC tier increase as listed''' | ||
+ | * 2.01 - 3.00 points: '''As listed minus one (-1)''' | ||
+ | * 1.01 - 2.00 points: '''As listed minus two (-2)''' | ||
+ | * 0.01 - 1.00 points: '''As listed minus three (-3)''' | ||
+ | * 0.00 points: '''As listed minus four (-4)'''. | ||
- | + | Variable AC clothing can be "repaired" by charging them with [[Crafting|HITB batteries]]. Battery/condition ratios are displayed above. Inserting one HITB battery into a VarAC piece of armor costs 1 turn. | |
- | + | ||
== See also == | == See also == |
Latest revision as of 23:44, 28 March 2019
Tags
The tags used in the table refer to secondary effects.
- ^: Ballistic protective headgear
- F: Face concealing
- C: Classy
- G: Protection against gas-based attacks
- Xfg: Blocks face gear ; cannot wear face gear items while this item is worn.
- M!: Half melee damage
- X!: Explosion-proof
- R: Fire retardant
- RagOK: Can be cut into Rags, with rag yield multiplier (0.5x or 2x). No multiplier listed = 1x.
- MC x: Maximum condition is x units instead of the default 4 (MC 5 means Max condition 5)
- NVG: Integrated Night vision goggles (behave the same way as the face gear version; same battery life of 100 turns, and still requires WL2 batteries)
List
Name | AC | Blunt | Sharp | Piercing | Weight | Cost | Tags |
Balaclava | C2 | Resistant | Not resistant | Not resistant | 1 | 10 P$ | RagOK-0.5x |
Bandana | C2 | Resistant | Not resistant | Not resistant | 1 | 40 P$ | RagOK-0.5x |
Baseball cap | C2 | Resistant | Not resistant | Not resistant | 3 | 70 P$ | None |
Beret | C2 | Resistant | Not resistant | Not resistant | 3 | 60 P$ | None |
Boonie hat | C2 | Resistant | Resistant | Not resistant | 3 | 100 P$ | None |
Bowler hat | C2 | Resistant | Not resistant | Not resistant | 3 | 60 P$ | C |
Cerashield helmet | A4 | PROOF | PROOF | Resistant | 9 | 1000 P$ | ^ |
Chef hat | C2 | Not resistant | Not resistant | Not resistant | 1 | 40 P$ | None |
Cop hat | C2 | Resistant | Not resistant | Not resistant | 3 | 90 P$ | RagOK-0.5x |
Cowboy hat | C2 | Resistant | Not resistant | Not resistant | 9 | 65 P$ | None |
D armor helmet | A3 | PROOF | PROOF | PROOF | 9 | 600 P$ | ^ |
EOD helmet | A3 | PROOF | PROOF | PROOF | 22 | 1500 P$ | F, M!, X!, Xfg |
Fedora | C2 | Resistant | Not resistant | Not resistant | 5 | 150 P$ | C |
Full-face helmet | C3 | PROOF | PROOF | Resistant | 14 | 350 P$ | F, M!, Xfg |
Hard hat | A1 | PROOF | Resistant | Not resistant | 5 | 200 P$ | M! |
K armor helmet | A3 | PROOF | PROOF | Resistant | 9 | 500 P$ | ^ |
Kabuto-menpo | A1 | PROOF | PROOF | PROOF | 22 | 650 P$ | ^, F |
M1 helmet | A1 | PROOF | Resistant | Not resistant | 5 | 110 P$ | ^ |
MASKA helmet | A4 | PROOF | PROOF | PROOF | 14 | 1550 P$ | ^, F, M!, Xfg |
Medieval helm | A2 | PROOF | PROOF | Not resistant | 22 | 400 P$ | ^, M!, Xfg |
Pimp zebra hat | C2 | Resistant | Not resistant | Not resistant | 3 | 50 P$ | None |
Power Armor Helmet | A5 | PROOF | PROOF | PROOF | 14 | N/A | ^, F, G, Xfg, R, M!, X! |
Power Armor Helmet Mark II | A5 | PROOF | PROOF | PROOF | 14 | N/A | ^, F, G, Xfg, R, M!, X!, MD 5, NVG |
SRA Face-Shield helmet | A3 | PROOF | PROOF | PROOF | 9 | 900 P$ | ^, F, M!, Xfg |
Steel helmet | A1 | PROOF | PROOF | Resistant | 5 | 160 P$ | ^ |
T armor helmet | A2 | PROOF | PROOF | Resistant | 9 | 400 P$ | ^, R |
Titanium/Steel armor helmet | A4 | PROOF | PROOF | PROOF | 5 | 1250 P$ | ^ |
Top hat | C2 | Resistant | Not resistant | Not resistant | 3 | 75 P$ | C |
Ushanka | C3 | Resistant | Resistant | Resistant | 5 | 55 P$ | None |
Extra information
Extra tags:
- VarAC: Variable Armor Class.
Affected clothing:
- Power Armor Helmet, Power Armor Helmet Mark II: VarAC (1 battery repairs 1.00 condition)
Variable AC
Armor with Variable AC has a condition meter, and AC changes according to current condition. Every hit that has inflicted Limb Damage to a body part protected with Variable AC armor will result in the armor losing 0.1 condition.
- 3.01 points and above: A5
- 2.01 - 3.00 points: A4
- 1.01 - 2.00 points: A3
- 0.01 - 1.00 points: A2
- 0.00 points: A1. Note that at 0 points, a VarAC piece of armor does not actually break down.
Protection ratings (either as Armor Class or as AC tier increases) listed on the event lines assume it is fully charged. For event lines with protection rating displayed as AC tier +X, treat it as follows:
- 3.01 points and above: AC tier increase as listed
- 2.01 - 3.00 points: As listed minus one (-1)
- 1.01 - 2.00 points: As listed minus two (-2)
- 0.01 - 1.00 points: As listed minus three (-3)
- 0.00 points: As listed minus four (-4).
Variable AC clothing can be "repaired" by charging them with HITB batteries. Battery/condition ratios are displayed above. Inserting one HITB battery into a VarAC piece of armor costs 1 turn.