Basics - grenadier armor
A variant of marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.\n\nGrenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.
mass | 15 kg |
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max hit points | 340 |
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deterioration rate | 2 / Deň |
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Horľavosť | 40% |
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Vzhľad | -3 |
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Combat - grenadier armor
equip delay | 15s |
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Rýchlosť pohybu | -0.4 c/s |
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Armor - Sharp | 101% |
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Armor - Blunt | 40% |
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Armor - Heat | 49% |
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Quality multiplier - Combat |
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awful | 60% |
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poor | 80% |
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normal | 100% |
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good | 115% |
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excellent | 130% |
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masterwork | 145% |
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legendary | 180% |
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| Insulation - Cold | Insulation - Heat |
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awful | -27.2℃ / -49F / -27.2K | +8℃ / +14.4F / +8K |
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poor | -30.6℃ / -55.1F / -30.6K | +9℃ / +16.2F / +9K |
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normal | -34℃ / -61.2F / -34K | +10℃ / +18F / +10K |
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good | -37.4℃ / -67.3F / -37.4K | +11℃ / +19.8F / +11K |
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excellent | -40.8℃ / -73.4F / -40.8K | +12℃ / +21.6F / +12K |
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masterwork | -51℃ / -91.8F / -51K | +15℃ / +27F / +15K |
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legendary | -61.2℃ / -110.2F / -61.2K | +18℃ / +32.4F / +18K |
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*Armor - Sharp…The chance to affect sharp damage like bullets, knife stabs, explosions, and animal bites.Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. -If the random number is under half the armor rating, the damage deflects harmlessly. -If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated. This means it is converted into blunt damage and reduced by half. -If the random number is greater than the armor rating, the armor has no effect.For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.In the case of apparel armor, each layer of apparel applies its armor to the attack separately, from the outside in.
*Armor - Blunt…The chance to affect blunt damage like fists, club impacts and rock falls.Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. -If the random number is under half the armor rating, the damage deflects harmlessly. -If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated. This means it is reduced by half. -If the random number is greater than the armor rating, the armor has no effect.For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.In the case of apparel armor, each layer of apparel applies its armor to the attack separately, from the outside in.
*Armor - Heat…The chance to affect temperature-related damage like burns.Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. -If the random number is under half the armor rating, the damage deflects harmlessly. -If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated. This means it is reduced by half. -If the random number is greater than the armor rating, the armor has no effect.For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.In the case of apparel armor, each layer of apparel applies its armor to the attack separately, from the outside in.
Tailoring - grenadier armor
locust armor
phoenix armor