Rimworld Power Armor Worth It



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Marine armor

A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.
Armor like this is often used by imperial janissaries and rapid-incursion space marines.

The Armor Racks Mod adds a variety of armor racks that help you store and equip your armor in a better way. Armor Racks Mod features. At the moment there are 3 types of armor racks: Vanilla rack that stores equipment and provides slightly faster equip time; Mechanized rack that dramatically improves equip time (requires Microelectronics and own. A handy guide for everything you wanted to know about psycasting! Table of Contents Into to PsycastingLevel 1 AbilitiesLevel 2 AbilitiesLevel 3 AbilitiesLevel 4 AbilitiesLevel 5 AbilitiesLevel 6 AbilitiesSensitivity and EntropyOther Psychic ModifiersMiscellaneous ItemsRelated Posts: Into to Psycasting So you have decided to dig into the wonderful and terrible realm of psychic powers. Mar 02, 2020 The RimWorld: Spartan Foundry Mod is a vanilla power armor expansion adding 9 new sets of advanced, end-game power armor. A set of Powered Assault Armor is craftable in very late game, requiring Ship Computer Core technology and an AI Persona Core. The other 8 sets of armour are NOT craftable and can only be obtained from quests and raids.

Type
Gear – Armor
HP
340
Market Value
2035
Mass
15 kg
Insulation - Cold
32°C
Insulation - Heat
9°C
Armor - Blunt
45%
Armor - Sharp
106%
Armor - Heat
54%
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
Layer
Middle, Shell
Work To Make
60,000 ticks (16.67 mins)
Resources to make
100 + 20 + 4


Marine armor is a set of power armor that forms a full set along with the Marine helmet and can effectively block gunshots, cuts, blunt trauma, or burns.

Acquisition

As a complicated piece of technology, Marine Armor can only be made at the Fabrication bench and requires Marine Armor to be researched in order to be constructed. Crafting the armor requires 100 plasteel, 20 uranium and 4 advanced components.

Alternatively, the armor can be received as a quest reward, purchased from traders, or found on Raiders.

Analysis

Marine armor is the middle tier of the three types of power armor, the other two being the inferior Recon armor and the superior Cataphract armor. As expected, it is also the middle tier in expense and protection as well. While it provides the same coverage, Marine armor is roughly equivalent to a Recon armor of one quality level above (e.g. a Normal Marine armor ~= Good Recon armor), or a Cataphract armor one quality levels below.

Compared a flak vest and duster, the marine armor offers strictly superior protection to the arms and legs when all items are the same quality, regardless of duster material. The interactions of two layers are dictated by the games Armor Rating calculations, and the result is that marine armor provides torso, neck and shoulders protection approximately equivalent to the combination of a devilstrand duster and flak vest, assuming all items are the same quality. However replacing the devilstrand with hyperweave or thrumbofur results in more protection to those areas. So while marine armor is more protective than a devilstrand duster and flak vest, when compared to better duster materials, the overall impact of the opposing traits of superior arm and leg protection and inferior torso, neck and shoulder protection on pawn survivability is currently unclear. However in this comparison, it should be noted that several vital organs are in the torso and the destruction of these can result in immediate death. It should also be noted that marine armor comes with a Move Speed debuff of -0.40 cs, while a flak vest has a penalty of only -0.12c/s meaning there may be a reason to choose the flak vest and duster even with inferior protection.

It occupies both the overgarments, middle, and shell layers, while flak vests only occupy the middle layer - meaning it can't be worn with tribalwear.

Quality Table

QualitySharpBluntHeatItem HPInsulation - ColdInsulation - HeatMarket Value
Awful Marine armor63.6%27%32.4%340-25.6°C+7.2°C1020
Poor Marine armor84.8%36%43.2%340-28.8°C+8.1°C1525
Normal Marine armor106%45%54%340-32°C+9°C2035
Good Marine armor121.9%51.75%62.1%340-35.2°C+9.9°C2535
Excellent Marine armor137.8%58.5%70.2%340-38.4°C+10.8°C3035
Masterwork Marine armor153.7%65.25%78.3%340-48°C+13.5°C4035
Legendary Marine armor190.8%81%97.2%340-57.6°C+16.2°C5035

For the full effects of qualities, see Quality.



Version history

In older versions, it used to be called the power armor. It also only reduced move speed by 0.1c/s but also reduced Global Work Speed by 10%

  • Beta 19: it received a buff to armor rating, the crafting time was greatly reduced, and the cost was changed. It also received a new description and name.
  • 1.1: it received a slight nerf to sharp protection (108% --> 106%).
  • 1.1.2647: No longer meets the clothing requirement of nobles, replaced in that role by Prestige marine armor

See Also

  • Grenadier armor - a slightly less protective variant of marine armor with an integrated grenade launcher.
  • Prestige marine armor - a variant of marine armor that both pleases nobles and improves psychic ability.
Torso |Clothing
Button-down shirt • T-shirt • Tribalwear • Corset • Eltex shirt • Eltex vest • Formal vest • Formal shirt
Armor
Flak vest
Legs | Clothing
Pants
Armor
Flak pants
Shell | Clothing
Duster • Jacket • Parka • Plate armor • Cape • Eltex robe • Prestige robe
Armor
Flak jacket • Marine armor(Prestige, Grenadier) • Recon armor(Prestige, Locust) • Cataphract armor(Prestige, Phoenix)
Head | Clothing
Bowler hat • Cowboy hat • Tuque • Tribal headdress • War mask • War veil • Beret • Coronet • Crown • Eltex helmet • Eltex skullcap • Gunlink • Hood • Ladies hat • Stellic crown • Top hat
Armor
Flak helmet • Marine helmet(Prestige) • Psychic foil helmet • Recon helmet(Prestige) • Simple helmet • Cataphract helmet(Prestige)

Retrieved from 'https://rimworldwiki.com/index.php?title=Marine_armor&oldid=75891'

This is an expansion pack for RimWorld. You'll need RimWorld in order to play.
Helmet

The Empire has arrived. Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.

Colonists can complete quests to earn honor with the Empire. Honor brings Imperial titles like acolyte, knight, and baron. Build grand throne rooms for your noble as they rise through the royal ranks. Dress them in finery fit for a monarch, or the prestige armor of a great warrior. They'll make speeches from the throne, inspiring your people, and play piano, harp, and harpsichord.

Each title allows you to choose or upgrade an Imperial permit:

  • Imperial troopers, janissaries, and cataphracts drop in to fight for you in times of need
  • Orbital strikes and orbital salvoes blast your foes from above.
  • Shuttles take you where you want to go.
  • Labor teams help when you are shorthanded.

There are multiple ways to develop psychic powers. Those who gain Imperial titles recive powers from the ceremonial Imperial bestower. Tribal colonists can commune with the mysterious anima tree to build their psychic link. Or, you can fight the Empire using stolen psychic technology acquired through quests.

There are a wide variety of psychic powers. Some are made for combat:

  • Skip, chaos skip, mass chaos skip, chunk skip, and wallraise move people and objects across distances to gain tactical advantage. Extract wounded allies, cross no man's land, pull enemies into melee brawls, shift cover where you want it.
  • Painblock and focus modify the mind for combat.
  • Blinding pulse and vertigo pulse blind your enemies or force them to vomit uncontrollably.
  • Neuroquake overloads every conscious being on the map in a huge wave of psychic energy.
  • Berserk, berserk pulse, and manhunter pulse drive people and animals momentarily insane.
  • Invisibility prevents your colonist from being seen during stealth approaches or escapes.
  • Burden and stun slow and halt your foes.
  • Smokepop blocks line of sight.
  • Farskip moves a group of your people across the world.
  • Bullet shield creates a small temporary safe zone for attack or retreat.
  • Flashstorm calls down a storm of lightning.
  • Waterskip showers fires with extinguishing water.
  • Beckon mind-controls foes into approaching you.
  • Neural heat dump moves neural heat to an ally so you can keep casting.

Others powers are useful for community management:

  • Solar pinhole creates a long-lasting source of light and heat.
  • Word of trust helps recruitment.
  • Word of joy makes people happy.
  • Word of love induces romantic attraction.
  • Word of serenity ends mental breaks.
  • Word of inspiration confers creative energy.

Psychic powers require psychic meditation. Each colonist meditates differently, depending on their title, backstory, and traits:

  • Titled colonists meditate on their thrones according to Imperial tradition.
  • Tribal colonists meditate directly in nature, to the anima tree itself or to constructed shrines or ancient stones.
  • Morbid colonists with psychopath, cannibal, or bloodlust traits meditate to graves. It's more effective when the grave has a related person in it.
  • Ascetic colonists meditate to blank walls.
  • Pyromaniac colonists meditate to flame shrines made of braziers, torches, and campfires.
  • Everyone can also meditate to sculptures.

This expansion adds a large variety of quest content. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Instead, the system procedurally generates unique quests with every new game. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges. Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.

Quests will reward you with Imperial titles, new allies, unique implants, archotechnological artifacts, gear, faction goodwill, and more.

  • Imperial hospitality quests ask the player to host a group of Imperials. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. They may be hunted by mercenaries, pirates, mechanoids, or more. You might need to get the guests to an escape shuttle under fire.
  • Refugee hospitality quests present a group of impoverished travelers asking for help. There are many outcomes. They may reward you later for your help, or betray you in the middle of the night. A third party may make you an offer to betray them. If you treat them well, they may spontaneously offer to join you. Since they have no faction, you can treat them with kindness or brutality.
  • Animal hospitality quests see you caring for a group of animals struck with sickness or hunted by enemies.
  • Prisoner hospitality quests ask you to keep prisoners under guard.
  • Shuttle crash quests begin with a shuttle crashlanded near your colony, under attack by enemies. Quickly assemble a defense around the shuttle and help its defenders drive off the attackers while keeping the civilians safe, until the rescue shuttle extracts them.
  • Monument quests ask the player to build a grand monument, and sometimes, to protect it from attacks.
  • Aerial assault quests have you supply troops for an ally's airborne assault against a rival faction. A shuttle takes your troops into combat and extracts them.
  • Colonist lending quests ask you to send some of your colonists to help an ally, leaving you to run the colony shorthanded.
  • Mechanoid cluster quests threaten you with a mechanoid cluster at your colony, or at a site nearby, in exchange for a reward.
  • Other quests quests present special combinations of raids, animal attacks, insect infestations, atmospheric effects, weather, and more, in exchange for rewards.

A new endgame quest comes after you have climbed the ranks of Imperial nobility. Host the Imperial High Stellarch and his elite Stellic Guards in your luxurious court, protect them from their enemies, and be invited to leave the rimworld as an honored Imperial guest.

Mechanoids can now create mechanoid clusters - groups of new mechanoid buildings which work together to present a unique tactical challenge.

Mech clusters always appear in an initially dormant state. The player can take the time to decide and execute a plan of attack. This puts the player on the offensive, which contrasts with the defense-oriented fights in the base game. Mech cluster elements include:

  • World condition makers that poison the air, darken the sky, or create some other world condition.
  • Shields to block bullets or mortar fire
  • Factories to assemble new mechanoids over time.
  • Beacons to call reinforcements.
  • Turrets, mortars, and surrounding walls.
  • Unstable power units which you can attack to create explosions, or steal.
  • Alarm systems of various types
  • Mechanoid defenders including the new Pikeman sniper mech.
  • Gloomlight units provide an extra reward if you eliminate the cluster with precision.

Cached

Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Some of them will require a frontal assault. Others may be susceptible to mortar bombardment. You may be able to plant explosives inside the cluster before waking it up. A few can be defeated with a key sniper shot to a critical structure. There are many other tactics. Mech clusters can even be used to your advantage if you can lure foes or undesired allies into them.

Rimworld locust armor

This expansion adds a ton of new gear. Some of them are unlocked through new techprints, which are special technology items acquired by quests, trade, or theft.

New combat equipment:

  • Jump packs allow a user to fly across a battlefield.
  • Plasma swords ignite targets.
  • Zeushammers blast the target with an EMP pulse.
  • Monoswords cut through almost any armor.
  • Cataphract armor provides ultra-heavy protection.
  • Locust armor is recon armor with an integrated jump pack.
  • Grenadier armor is marine armor with a shoulder-mounted grenade launcher.
  • Phoenix armor is heat-hardened heavy armor with an integrated flame launcher, for indoor flame combat.
  • Broadshield packs deploy a local shield for tactical defense.
  • Prestige armor comes in recon, marine, and cataphract forms. It displays status and enhances psycasting.

Persona weapons are unique melee weapons with built-in personalities. Bonding to one is a lifelong commitment. Each one has individual personality traits that give it special powers and quirks:

  • Kill thirst weapons demand blood.
  • Kind or mad thoughts affect a user's mood.
  • Jealous weapons don't like it when you use any weapon except themselves.
  • Psychic sensitizers or foggers affect a user's psychic sensitivity.
  • Kill-focused weapons give instant psychic focus when they kill.
  • Kill-happy or kill-sorrow weapons give happy or sad thoughts when they kill.
  • Painless weapons block the user's pain entirely.
  • Fast mover weapons increase movement speed.
  • Hungry weapons increase the user's hunger.
  • Neural cooling and Psy-meditative weapons allow faster psycast use.
  • Freewielder weapons don't bond and can be used by anyone.

New body implants enhance a variety of aspects of anyone's physiology.

  • Internal blades and poison teeth mean you always have a deadly melee attack.
  • Drill arms and field hands improve mining and farming ability.
  • Neurocalculators and learning assistants help with mental tasks.
  • Gastro-analyzers make better cooks.
  • Immunoenhancers, coagulators, and healing enhancers protect health.
  • Skin hardening glands resist damage, but they're quite ugly.
  • Detoxifier stomachs, reprocessor stomachs, and nuclear stomachs enhance digestion or remove the need for it.
  • Circadian assistants and circadian half-cyclers reduce the need to sleep.
  • Aesthetic enhancements make your colonists more popular.
  • Love enhancers improve mood.

Rimworld Best Armor

This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.

There are 13 new tracks totaling 1:04:14 in length.

This expansion pack can be immediately registered on your Steam account through the automated Steam registration system. This works if you bought the base game here, or on Steam.

Royalty Expansion Pack ($20)

Instant access to the Royalty expansion pack.


Please get your parents to buy the game for you if you're under 16.

Be sure to read the end-user license agreement and privacy policy to make sure you agree before purchasing.

Rimworld Plate Armor


Rimworld Marine Armor

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