List of body armors (no ontology)
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The tags used in the table refer to [[Secondary effect|secondary effects]]. | The tags used in the table refer to [[Secondary effect|secondary effects]]. | ||
* '''R''': Fire-retardant | * '''R''': Fire-retardant | ||
- | |||
* '''M!''': Half melee damage | * '''M!''': Half melee damage | ||
* '''X!''': Explosion-proof | * '''X!''': Explosion-proof | ||
* '''CO''': [[Crafting]]-only item. Such items do not have prices. | * '''CO''': [[Crafting]]-only item. Such items do not have prices. | ||
* '''P''': [[Trauma plate]] carriers - these vests can be upgraded with trauma plates. | * '''P''': [[Trauma plate]] carriers - these vests can be upgraded with trauma plates. | ||
- | * ''' | + | * '''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''') |
* '''Str +xx''': Increases [[Statistics|Strength]] by xx percent (e.g. '''Str +10%''' means '''Strength +10%''') | * '''Str +xx''': Increases [[Statistics|Strength]] by xx percent (e.g. '''Str +10%''' means '''Strength +10%''') | ||
* '''Agi +x''': Increases [[Agility]] by x (e.g. '''Agi +1''' means '''Agility +1''') | * '''Agi +x''': Increases [[Agility]] by x (e.g. '''Agi +1''' means '''Agility +1''') | ||
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| 5 | | 5 | ||
| 90 P$ | | 90 P$ | ||
- | | ''' | + | | '''RagOK-2x''' |
|- | |- | ||
| Light D armor vest | | Light D armor vest | ||
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| Unsp. | | Unsp. | ||
| ''N/A'' | | ''N/A'' | ||
- | | | + | | '''P''', '''R''', '''M!''', '''X!''' |
|- | |- | ||
| Power Armor Suit Mark II | | Power Armor Suit Mark II | ||
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| Unsp. | | Unsp. | ||
| ''N/A'' | | ''N/A'' | ||
- | | | + | | '''P''', '''R''', '''M!''', '''X!''', '''MC 6''', '''Str +30''', '''Agi +1''' |
|- | |- | ||
| Powered Combat Vest | | Powered Combat Vest | ||
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Affected clothing: | Affected clothing: | ||
- | * Power Armor Suit, Power Armor Suit Mark II: '''VarAC''' (1 battery repairs 1.00 condition) | + | * Power Armor Suit, Power Armor Suit Mark II, YPA, YPA Mark II: '''VarAC''' (1 battery repairs 1.00 condition) |
* Powered Combat Vest: '''VarAC''' (1 battery repairs 0.50 condition) | * Powered Combat Vest: '''VarAC''' (1 battery repairs 0.50 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 | + | * 0.00 points: '''A1'''. Note that at 0 points, a VarAC piece of armor does not actually break down. |
- | Variable AC clothing can be "repaired" by charging them with [[Crafting|HITB batteries]]. Battery/condition ratios are displayed above. | + | 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)'''. | ||
+ | |||
+ | * Youkai Power Armor, YPA Mark II: '''AC tier +7''' when fully charged. | ||
+ | |||
+ | 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 23:43, 28 March 2019
Tags
The tags used in the table refer to secondary effects.
- R: Fire-retardant
- M!: Half melee damage
- X!: Explosion-proof
- CO: Crafting-only item. Such items do not have prices.
- P: Trauma plate carriers - these vests can be upgraded with trauma plates.
- 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)
- Str +xx: Increases Strength by xx percent (e.g. Str +10% means Strength +10%)
- Agi +x: Increases Agility by x (e.g. Agi +1 means Agility +1)
List
Name | AC | Limbs covered | Blunt | Sharp | Piercing | Weight | Cost | Tags |
Composite armor vest | A4 | Upper body | PROOF | PROOF | PROOF | 9 | N/A | CO, R, M!, P |
Dou-sode armor | A1 | Upper body, Shoulders | PROOF | PROOF | Resistant | Unsp. | 725 P$ | M! |
EOD suit | A3 | Whole body except Head, Hands | PROOF | Resistant | Resistant | Unsp. | 1800 P$ | M!, X! |
Flak jacket | A1 | Upper body | PROOF | Resistant | Resistant | 14 | 400 P$ | P |
Heavy D armor vest | A4 | Upper body | PROOF | PROOF | PROOF | 9 | 1000 P$ | M!, P |
Heavy K armor vest | A3 | Upper body | PROOF | Resistant | Resistant | 9 | 600 P$ | P |
Heavy T armor vest | A3 | Upper body | PROOF | Resistant | Resistant | 9 | 750 P$ | R, P |
Heavy stab vest | A1 | Upper body | PROOF | PROOF | PROOF | 9 | 550 P$ | M! |
Lab coat | C3 | Upper body, Lower body, Arms | Resistant | Resistant | Not resistant | 5 | 90 P$ | RagOK-2x |
Light D armor vest | A3 | Upper body | PROOF | PROOF | PROOF | 5 | 750 P$ | P |
Light K armor vest | A2 | Upper body | PROOF | Resistant | Resistant | 5 | 500 P$ | P |
Light T armor vest | A2 | Upper body | PROOF | Resistant | Resistant | 5 | 550 P$ | R, P |
Light stab vest | C3 | Upper body | PROOF | PROOF | Resistant | 5 | 250 P$ | M! |
Medieval cuirass | A2 | Upper body | PROOF | PROOF | Resistant | Unsp. | 600 P$ | M! |
Power Armor Suit | A5 | Whole body except Head, Hands | PROOF | PROOF | PROOF | Unsp. | N/A | P, R, M!, X! |
Power Armor Suit Mark II | A5 | Whole body except Head, Hands | PROOF | PROOF | PROOF | Unsp. | N/A | P, R, M!, X!, MC 6, Str +30, Agi +1 |
Powered Combat Vest | A5 | Upper body | PROOF | PROOF | PROOF | 14 | 2500 P$ | P, M! |
SRA Riot vest | A3 | Upper body, Shoulders | PROOF | PROOF | PROOF | 14 | 1100 P$ | P, M! |
Extra information
Extra tags:
- VarAC: Variable Armor Class.
Affected clothing:
- Power Armor Suit, Power Armor Suit Mark II, YPA, YPA Mark II: VarAC (1 battery repairs 1.00 condition)
- Powered Combat Vest: VarAC (1 battery repairs 0.50 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).
- Youkai Power Armor, YPA Mark II: AC tier +7 when fully charged.
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.