Clothing

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Some pieces of clothing cover multiple body parts (dress covers torso and legs) and all items can be used as weapons. The bash, cut, melee speed, and hit apply to when carried in your hand, and have no effect when worn on your body. Similarly, protection rating and storage only applies when actually worn. Character cannot wear more that two types of clothing of the same type at once without incurring an encumbrance penalty. Characters spend 350 movement points when putting clothes on, but take them off instantly.

Protection

  • Environmental protection (EP) protects from diseases and status effects that infect through body parts (mouth and eyes). To protect from a disease, the EP of the gear must be equal or higher than the strength of the disease.
  • Warmth protects from coldness and frostbites in cold weather. Too much warmth can make you hot, particularly during Summer. Both coldness and hotness impact your morale and stats negatively, and can make it difficult or impossible to sleep.

Durability

All clothing items have five "hit points". Wool, leather, cotton, glass and kevlar clothing may be damaged by cutting damage; plastic, iron, steel, and silver may be damaged by bashing damage. Damage resistance decreases chance to be damaged and amount of damage increases that chance (but not the amount of damage to item, it is always one). If item is damaged for more than four points, it will be destroyed. Reinforced items effectively have an additional hit point.

Damage
level
Cotton
& Wool
Leather Kevlar Paper Wood Plastic
& Glass
Iron
−1 reinforced reinforced reinforced reinforced
1 ripped scratched marked torn scratched scratched lightly rusted
2 torn cut dented shredded chipped cut rusted
3 shredded torn scarred shredded cracked cracked very rusty
4 tattered tattered broken shredded splintered shattered thoroughly rusted
Can be repaired with Sewing kit or bone needle and rags Sewing kit or bone needle and leather patches soldering iron and kevlar plates soldering iron and plastic chunks

The order of putting clothes on is important for their protection. Items with low protection worn over items with high protection will be ruined much faster than in the reverse. Use the + key to open the layer clothing menu.

Using the tailoring skill, and a sewing kit or bone needle, items can be improved in quality levels. For plastic and kevlar clothing you'll need soldering iron (and mechanics skill) instead. An already damaged piece of clothing has a high chance to be further damaged while trying to repair it, so be careful. Trying to reinforce a piece of clothing has a low chance of damaging the object, so that's a safer way to train the tailoring skill. Reinforcing and repairing requires extra materials (rags, leather patches, etc).

Encumbrance

Encumbrance is determined not only by the total encumbrance rating of your equipment, but also the total number of equipment pieces you have equipped on a given slot.

The formula appears to be T=((N-1)*(1/2)) + E, where

  • N — the number of items equipped on a given slot;
  • E — the total encumbrance of your equipment on a given slot;
  • T — the total encumbrance. It is stored as an Integer and is truncated. This means two things:
    1. If T is stored as a variable, wearing an even number of clothing items gives you a free .5 encumbrance.
    2. If T is stored as a formula, even if you cannot see the 0.5 from wearing two items it is still used in calculations.

You can check how your equipped gear is encumbering (and warming) you on the Character Stats screen. Each body part will have a display: (U)V+W=X[Y], where

  • U - the number of layers equipped (should equal N in the formula above)
  • V - the encumbrance from equipment (should equal E)
  • W - the encumbrance from excess layers
  • X - the total encumbrance (truncated version of T)
  • Y - the warmth rating on this body part

Slotless articles of clothing that do not encumber any kind of body part still consume a letter slot, of which you previously had only 52 available inventory stacks (a-z and A-Z). ( has greatly expanded the amount of characters available for inventory, so character-limits should be far less frequent now.) Carrying too many items will result in "excess" items not being picked up, with the message "You are carrying too many items!" Slotless storage was notorious for this.

Be careful not to hold more volume than you can carry! When you struggle to hold all of your things, you will start taking encumbrance penalties to many body parts. Going over your weight limit decreases running speed, but going over your volume limit incurs a heavy encumbrance to all body parts.

Adjusting clothes

To adjust a piece of clothing apply a sewing kit or bone needle on it. If it's damaged, it'll try to repair it first. This procedure will add the (fits) tag to them and reduce their encumbrance by one.

You can only adjust unfitted cotton, wool, or leather clothes.

If you go to adjust a piece of clothing and it's reinforced first, the item isn't one on which you can adjust the fit; the only way to acquire one that fits is to continue searching.

List of clothing

  • A green material name means that the item can be repaired or reinforced with a sewing kit or bone needle.

Feet

Feet encumbrance increases movement the point cost for running by 5 for each encumbrance level.


Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ socks 100 cotton 1 0.35 -5 0 0 0 1.5 1.5 0 20 0 feet 80%
[ wool socks 120 wool 2 0.001 -5 0 0 0 1.5 1.5 0 20 0 feet 0%
[ sneakers 100 leather 5 0.004 -2 0 0 -1 3 3 0 20 0 feet 0%
[ boots 120 leather 7 0.006 1 0 -1 1 3 3 2 50 0 feet 0%
[ steeltoed boots 135 leather / steel 7 2 4 0 -1 1 12 12 3 35 0 feet 95%
[ winter boots 140 wool / plastic 8 0.007 0 0 -1 2 1.5 1.5 1 80 0 feet 0%
[ mocassins 80 fur / leather 2 0.001 -3 0 0 0 3 3 0 40 0 feet 0%
[ flip-flops 25 plastic 1 0.001 -4 0 -2 3 3 3 0 0 0 feet 0%
[ dress shoes 45 leather 5 0.003 1 0 1 1 3 3 0 10 0 feet 0%
[ heels 50 leather 4 0.002 6 0 -2 4 3 3 0 0 0 feet 0%
[ chitinous boots 135 chitin 7 0.009 4 0 -1 1 4.5 6 3 50 0 feet 0%
[ fur boots  ? fur / leather 7 0.0033 1 0 -1 0 3 3 2 60 0 feet 0%

Legs

Legs encumbrance increases the movement point cost for running (by 3 for each encumbrance level) and swimming. It also gives a dodge skill penalty.

Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ shorts 180 cotton 5 0.002 -4 0 1 0 1.5 1.5 0 0 4 legs 0%
[ cargo shorts 180 cotton 4 0.45 -4 0 1 0 3 3 0 0 8 legs 40%
[ jeans 180 cotton 5 0.004 -4 0 1 0 1.5 1.5 0 10 2 legs 0%
[ pants 185 cotton 5 0.64 -4 0 1 1 4.5 4.5 0 20 4 legs 95%
[ leather pants 210 leather 6 0.008 -2 0 1 2 3 3 0 50 2 legs 0%
[ cargo pants 280 cotton 6 0.73 -3 0 0 1 6 6 0 20 12 legs 95%
[ army pants 315 cotton / plastic 6 0.84 -2 0 0 1 6 6 0 40 14 legs 95%
[ ski pants 300 cotton 10 0.006 -3 0 0 2 1.5 1.5 3 80 4 legs 0%
[ long underwear 200 cotton 4 0.002 -3 0 0 0 1.5 1.5 0 30 0 legs 0%
[ skirt 120 cotton 2 0.002 -5 0 0 -1 1.5 1.5 0 0 1 legs 0%
[ knee pads 160 plastic / cotton 1 0.26 -5 0 0 -1 15 15 0 10 0 legs 20%

Body

Cloth pieces that encumber and protect both legs, torso and, in most cases, the arms.

Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ wetsuit 200 plastic 18 2.11 -3 0 -3 1 9 9 2 50 4 torso, legs,arms 100%
[ jumpsuit 200 cotton / plastic 6 0.006 -3 0 -3 0 1.5 1.5 0 10 8 legs, torso 0%
[ dress 180 cotton 8 0.006 -5 0 -5 3 1.5 1.5 0 20 0 legs, torso 0%
[ chitinous armor 1200 chitin 70 0.01 2 0 -5 2 4.5 6 0 10 0 legs, torso 0%
[ suit 180 cotton 10 0.007 -5 0 -5 1 1.5 1.5 0 25 10 legs, torso,arms 0%
[ hazmat suit 1000 plastic 20 0.008 -5 0 -8 4 3 3 10 20 12 legs, torso,arms 0%
[ plate mail 700 iron 70 0.14 8 0 -5 5 6 6 0 20 0 torso, legs,arms 0%
[ light survivor suit 1100 kevlar / cotton 32 5 6 0 -3 2 12 24 4 40 50 torso, legs,arms 95%
[ survivor suit 1500 kevlar / leather 36 6 6 0 -3 3 15 30 6 50 46 torso, legs,arms 95%

Torso

Per one torso encumbrance level melee and dodge skills are decreased by 1 and swimming and melee attack points costs are increased by 80 and 20 points, respectively.

Apart from rain coats, any torso piece with warmth of 35 or more will protect you from getting wet.

<td style="border: 1px solid #aaa; border-left-color: #333; padding: 0.2em 0.5em; white-space:nowrap; color: Expression error: Unexpected > operator."> 0
Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ t shirt 80 cotton 3 0.002 -5 0 0 1 1.5 1.5 0 10 0 torso 0%
[ polo shirt 95 cotton 3 0.002 -5 0 0 1 1.5 1.5 0 20 0 torso 0%
[ dress shirt 115 cotton 3 0.45 -5 0 0 1 1.5 1.5 0 10 1 torso 90%
[ tank top 75 cotton 1 0.001 -5 0 0 0 1.5 1.5 0 0 0 torso 0%
[ sweatshirt 110 cotton 9 0.005 -5 0 0 1 1.5 1.5 0 30 0 torso 0%
[ sweater 105 wool 8 0.005 -5 0 0 1 1.5 1.5 0 40 0 torso 0%
[ hoodie 130 cotton 10 0.005 -5 0 1 1.5 1.5 0 30 9 torsokangaroo pocket" in front for storage." 0%
[ under armor 200 cotton 2 0.002 -5 0 0 0 1.5 1.5 0 20 0 torso 0%
[ light jacket 105 cotton 6 0.004 -5 0 0 1 1.5 1.5 0 20 4 torso 0%
[ jean jacket 120 cotton 7 0.005 -3 0 0 1 1.5 1.5 0 20 3 torso 0%
[ blazer 120 wool 10 0.007 -4 0 0 1 1.5 1.5 12 30 2 torso 0%
[ leather jacket 150 leather 14 0.014 -2 0 1 2 3 3 1 40 4 torso 0%
[ leather vest 100 leather 10 0.01 -2 0 1 1 3 3 0 30 4 torso 0%
[ leather corset 110 leather 10 1.8 -3 0 -3 1 15 15 1 30 0 torso 80%
[ army jacket 315 cotton / plastic 6 0.86 -5 0 0 1 6 6 1 40 14 torso 95%
[ kevlar vest 800 kevlar 24 0.024 6 0 -3 2 3 6 0 20 4 torso 0%
[ rain coat 100 plastic / cotton 9 1.36 -4 0 0 2 9 9 1 20 7 torso 95%
[ wool poncho 120 wool 7 0.003 -5 0 -1 0 1.5 1.5 1 35 0 torso 0%
[ trenchcoat 225 cotton 10 1.63 -5 0 -1 1 4.5 4.5 1 20 24 torso 95%
[ leather trenchcoat 225 leather 16 2.267 -5 0 -1 2 12 12 1 50 24 torso 95%
[ fur trenchcoat 225 fur 16 1.95 -5 0 -1 2 18 18 1 50 24 torso 95%
[ winter coat 160 cotton 12 0.006 -5 0 -2 3 1.5 1.5 1 70 12 torso 0%
[ fur coat 550 fur / leather 18 0.012 -5 0 -5 2 3 3 2 80 4 torso 0%
[ peacoat 180 cotton 16 0.01 -4 0 -3 2 1.5 1.5 0 70 10 torso 0%
[ tool belt 200 leather 4 1.36 -3 0 0 0 6 6 0 5 10 torso 20%
[ utility vest 200 cotton 4 0.816 -3 0 0 0 3 3 0 5 14 torso 70%
[ belt rig 200 cotton 4 0.004 -3 0 0 0 1.5 1.5 0 5 18 torso 0%
[ lab coat 155 cotton 11 0.007 -3 0 -2 1 1.5 1.5 0 10 14 torso 0%
[ bikini top  ? cotton 0 0.0001 -5 0 0 0 1.5 1.5 0 0 0 torso 0%

Arms

Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ soft arm sleeves 65 cotton 0 0 -5 0 1 0 1.5 1.5 1 30 0 arms 0%
[ hard arm guards 130 cotton / plastic 1 0 -5 0 1 1 1.5 1.5 1 20 0 arms 0%
[ chitin arm guards 200 chitin 2 0 -5 0 1 1 4.5 6 2 10 0 arms 0%
[ metal arm guards 400 iron / plastic 1 0.001 -5 0 1 1 6 6 1 0 0 arms 0%
[ elbow pads 160 plastic / cotton 1 0.21 -5 0 1 0 15 15 0 10 0 arms 20%

Hands

Hand encumbrance increases movement points cost for firearms reloading (+30 moves per point of encumbrance) and decreases dexterity attribute for throwing.

Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ glove liners 100 cotton 0 0.063 -5 0 1 0 1.5 1.5 0 10 0 hands 75%
[ light gloves 65 cotton 0 0 -5 0 1 1 1.5 1.5 0 30 0 hands 0%
[ mittens 40 wool 2 0 -5 0 1 8 1.5 1.5 0 90 0 hands 0%
[ wool gloves 50 wool 1 0 -5 0 1 3 1.5 1.5 0 60 0 hands 0%
[ winter gloves 65 cotton 2 0 -5 0 1 5 1.5 1.5 0 70 0 hands 0%
[ leather gloves 85 leather 1 0.001 -3 0 2 1 3 3 0 40 0 hands 0%
[ fingerless gloves 90 leather 1 0 -3 0 2 0 3 3 0 5 0 hands 0%
[ tactical gloves 120 kevlar / plastic 1 0.22 2 0 -3 2 15 30 0 40 0 hands 95%
[ rubber gloves 30 plastic 1 0.001 -3 0 2 3 3 3 2 5 0 hands 0%
[ medical gloves 10 plastic 0 0 -5 0 1 0 3 3 1 0 0 hands 0%
[ fire gauntlets 95 leather 3 0.005 -2 0 2 6 3 3 5 40 0 hands 0%
[ chitinous gauntlets 380 chitin 4 0.36 2 0 -2 1 22.5 30 4 20 0 hands 95%

Mouth

Mouth encumbrance increases the movement point cost for running by 5 for each encumbrance level.

Environmental protection determines the chance of getting a disease acquired through the mouth. It will protect from diseases of those kind of strength equal or lower than its environmental protection level.

Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ dust mask 20 cotton / iron 0 0 -5 0 -3 1 1.5 1.5 2 10 0 mouth 0%
[ bandana 28 cotton 1 0 -4 0 -1 0 1.5 1.5 1 30 0 mouth 0%
[ scarf 40 wool 2 0.003 -5 0 -3 1 1.5 1.5 2 60 0 mouth 0%
[ filter mask 80 plastic 3 0.36 1 0 1 2 9 9 7 20 0 mouth 85%
[ gas mask 240 plastic 6 1.097 0 0 -3 4 12 12 16 40 0 mouth, eyes 95%

Eyes

Eye encumbrance reduces perception for the purposes of firing weapons and the visibility of traps.

The environmental protection (EP) of headgear it's also added to that of your current eye gear.

Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ eyeglasses 150 glass / plastic 1 0 -3 0 -2 0 4.5 6 1 0 0 eyes 0%
[ reading glasses 80 glass / plastic 1 0 -3 0 -2 0 4.5 6 1 0 0 eyes 0%
[ safety glasses 100 plastic 1 0.06 -5 0 -2 0 9 9 1 0 0 eyes 75%
[ swim goggles 110 plastic 1 0 -5 0 -2 2 3 3 4 10 0 eyes 0%
[ ski goggles 175 plastic 2 0.001 -4 0 -2 1 3 3 6 60 0 eyes 0%
[ welding goggles 240 glass / steel 2 0.004 -1 0 -3 6 4.5 6 6 10 0 eyes 0%
[ ballistic glasses 275 kevlar / plastic 1 0.354 -5 0 -2 0 9 18 1 0 0 eyes 95%
[ light amp goggles 920 steel / glass 3 0.006 1 0 -2 2 9 9 6 20 0 eyes 0%
[ monocle 200 glass / plastic 1 0 -3 0 -2 0 4.5 6 1 0 0 eyes 0%
[ sunglasses 150 glass / plastic 1 0.035 -3 0 -2 0 4.5 6 1 0 0 eyes 75%

Head

Head encumbrance has no penalties; it simply limits how much you can put on. Characters cannot wear more headgear if their current encumbrance is higher than zero. This means that items without encumbrance can be worn under another, more cumbersome piece of headgear.

Many pieces of headwear also cover the eyes and mouth- this means both protection and encumbrance apply to these as well.

Headwear environmental protection protects the eyes too.

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Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ baseball cap 35 cotton 2 0.001 -5 0 0 0 1.5 1.5 2 10 0 head 0%
[ boonie hat 55 plastic 2 0.001 -5 0 0 3 3 2 20 0 headbucket hat." often used in the military." 0%
[ cotton hat 40 cotton 2 0.001 -5 0 0 0 1.5 1.5 0 30 0 head 0%
[ knit hat 50 wool 2 0.001 -5 0 0 0 1.5 1.5 0 40 0 head 0%
[ hunting cap 80 wool 3 0.002 -5 0 0 0 1.5 1.5 2 60 0 head 0%
[ fur hat 120 fur / leather 4 0.002 -5 0 0 1 3 3 0 80 0 head 0%
[ helmet liner 480 cotton 6 1.383 1 0 -1 0 4.5 4.5 0 50 0 head 85%
[ balaclava 100 cotton 4 0.002 -5 0 0 0 1.5 1.5 0 30 0 head 0%
[ beret 125 cotton 2 0.12 -5 0 0 0 3 3 0 20 0 head 60%
[ hard hat 125 plastic 8 0.004 6 0 0 1 3 3 0 10 0 head 0%
[ bike helmet 140 plastic 12 0.002 4 0 0 1 3 3 0 20 0 head 0%
[ football helmet 100 plastic 16 3.31 -2 0 0 1 30 30 0 20 0 head 90%
[ skid lid 190 plastic / iron 10 0.005 8 0 0 2 3 3 0 10 0 head 0%
[ baseball helmet 195 plastic / iron 14 0.006 7 0 -1 2 3 3 1 15 0 head 0%
[ tactical helmet 600 kevlar / plastic 14 1.2 10 0 -1 2 12 24 0 15 0 head 90%
[ army helmet 480 plastic / iron 16 0.008 10 0 -1 2 3 3 0 25 0 head 0%
[ riot helmet 420 plastic / iron 20 1.36 8 0 -1 2 12 12 2 20 0 head, eyes, mouth 95%
[ motorcycle helmet 325 plastic / iron 24 0.008 7 0 -1 3 3 3 1 30 0 head, mouth 0%
[ chitinous helmet 380 chitin 22 0.001 2 0 -2 1 4.5 6 4 20 0 head, eyes, mouth 0%
[ Kabuto 500 iron / leather 20 1.625 6 0 0 2 18 18 1 10 0 head, eyes, mouth 95%
[ barbute helm 300 iron 20 1.975 10 0 0 3 24 24 0 10 0 head 95%
[ great helm 400 iron 20 3.175 10 0 0 4 30 30 1 10 0 head, eyes, mouth 95%
[ top hat 55 plastic 2 1.133 -5 0 0 0 3 3 1 10 0 head 60%

Storage

Pockets

Containers can have a variable number of pockets, each pocket has a volume, weight and length limit, for example: a box might have a single pocket with 5,0L of volume and a max length of 10 inches, this means that you can store up to 5 items of 1L of volume as long as they are less than 10 inches in length, but you wouldn't be able to store an item that's even 0,5L in volume if it is longer than 10 inches

Pockets Bindle

Pair of drop leg pouches Plastic shopping bag

Straw basket Scabbard

Survivor runner pack

Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ Ankle holster 8 leather 1 0.19 0 6 6 0 1 2 30% legs -1 0 -1
[ chest rig 20 cotton 4 0.725 0 3 3 0 5 18 70% torso -3 0 0
[ dive bag 32 plastic 6 0.512 1 3 3 0 0 40 40% torsoWATER_FRIENDLY -4 0 0
[ drop leg pouches 20 cotton 4 0.605 0 3 3 0 5 18 20% legs -3 0 0
[ duffel bag 21 plastic 20 1.133 3 9 9 0 0 120 50% torso -4 0 0
[ fanny pack 10 cotton / plastic 3 0.272 0 0 0 0 0 6 0% nothing 1 0 2
[ go bag 100 cotton / plastic 143 18.043 4 6.75 6.75 0 10 0 50% torso, arms -1 0 -5
[ heavy survivor duffel bag 240 leather / cotton 30 1 3 4.5 4.5 0 0 150 40% torso 0 0 0
[ heavy survivor rucksack 24 leather / cotton 8 0.72 2 4.5 4.5 0 0 64 40% torsoVARSIZE, WATER_FRIENDLY, STURDY -3 0 0
[ holster 9 leather 2 0.226 0 0 0 0 0 3 0% nothing 2 0 -1
[ large quiver 31 leather / steel 8 1.12 0 12 12 0 0 8 15% torso 4 -4 0
[ leather backpack 29 leather 12 2.118 1 9 9 0 10 40 50% torso -4 0 0
[ leather belt 9 leather 1 0.102 0 0 0 0 0 2 0% nothing -2 0 -1
[ leather pouch 11 leather 5 0.61 0 3 3 0 0 12 20% torso 1 0 1
[ survivor harness 20 leather / cotton 1.25 0.32 1 4.5 4.5 0 0 24 12% torsoBELTED, WATER_FRIENDLY, STURDY 1.5 2.5 0
[ messenger bag 11 cotton / plastic 8 1.36 0 4.5 4.5 0 0 20 40% torso 1 0 1
[ military rucksack 21 plastic 14 3.64 2 9 9 0 0 80 50% torso -4 0 0
[ MOLLE pack 36 cotton / kevlar 12 0.966 1 4.5 7.5 0 10 60 35% torsoWATERPROOF -4 0 0
[ pouch 11 cotton 5 0.56 1 1.5 1.5 0 0 12 20% torso 1 0 1
[ purse 7.5 leather 10 1.097 1 6 6 0 0 20 30% torsoFANCY, BELTED, WATER_FRIENDLY 2 0 2
[ quiver 8 leather 2 0.26 0 3 3 0 0 2 5% nothing 2 -4 0
[ runner pack 24 cotton / plastic 6 0.84 0 4.5 4.5 0 0 30 20% torsoWATERPROOF 1 0 1
[ survivor backpack 240 leather / cotton 10 0.6 1 4.5 4.5 0 0 50 30% torso 0 0 0
[ tactical dump pouch 14 kevlar / plastic 2 0.288 0 3 4.5 0 0 12 0% nothing 1 0 2
[ tool belt 20 leather 4 1.36 0 6 6 0 5 10 20% torso -3 0 0

Item Browser for Clothing: The Item Browser has a clothing catalog, it is updated using the recent stable and experimental game's data files, so it is more likely to be accurate.


External links

Nested containers: how I've stopped worrying and learned to love pockets

Decorative

These are slotless.

<td style="border: 1px solid #aaa; border-left-color: #333; padding: 0.2em 0.5em; white-space:nowrap; color: Expression error: Unexpected > operator."> 0 <td style="border: 1px solid #aaa; border-left-color: #333; padding: 0.2em 0.5em; white-space:nowrap; color: Expression error: Unexpected > operator."> 0
Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ gold ring 600 silver 0 0 0 0 0 3 4.5 0 0 0 0 0%
[ silver necklace 500 silver 0 0 0 0 0 3 4.5 0 0 0 0 0%

Power armor

Now we're talking. The only thing in this whole page a real man* should wear. Nerds, weaklings and karate-choppers, do us all a favor and ask for reassignment to a pencil pusher job.

The little beasts here are powered by UPS and advanced UPS systems. So, unless you are one of those fancy cyberfreaks with bionic mumbo jumbos you'll have to feed them with batteries or plutonium cells.

When properly fed, these tin cans will allow you to jump around like monkeys on speed, and will keep your asses as warm as your mommy's belly in the winter and as fresh as an icecream fart during the summer.

Now, take off your clothes, get inside, plug in some heavy metal and become an unstoppable son of a gun.

Name $ Material V We E BP CP EP Wa St Cvg Covers Flags B C H
[ light power armor 1500 steel / plastic 40 5.67 1 0 1 4 81 81 8 60 16 torso,arms,hands, legs,feet 100%
[ basic power armor 1000 steel 40 11.339 1 0 1 5 90 90 10 90 0 torso,arms,hands, legs,feet 100%
[ heavy power armor 1500 steel 50 17.009 1 0 1 5 117 117 16 60 16 torso,arms,hands, legs,feet 100%
[ light power armor helmet 750 steel / plastic 10 1.814 1 0 1 4 81 81 8 60 0 head,eyes,mouth 100%
[ basic power armor helmet 500 steel 10 3.628 1 0 1 5 90 90 10 90 0 head,eyes,mouth 100%
[ heavy power armor helmet 750 steel 24 5.442 1 0 1 5 117 117 16 60 0 head,eyes,mouth 100%
[ power armor hauling frame 500 steel 8 2.04 1 0 1 4 90 90 0 0 120 100%

(*) Or a woman with enough testosterone intake