Marine armor

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 at the cost of a penalty to move speed
== Acquisition == 
Alternatively, the armor can be received as a quest reward, found in ancient shrines, purchased from outlander and Empire traders and faction bases, or obtained from the following raider kinds:
Raider Kind 	Chance	Average Quality	Health
Elite mercenary	? 	Normal 	70-230%
Boss 	? 	Normal 	70-230%
Grenadier 	100% 	Normal 	70-230%
== Summary ==
 
== Analysis == 
Marine armor is in the middle of the 3 power armors - more protective than recon armor, but less protective than cataphract armor. As expected, it is also the middle tier in terms of expense. 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 level below.
In general, marine armor faces competition with the more economical flak vest. A vest with suitable overgarment (duster made of devilstrand / thrumbofur / hyperweave, or flak jacket) is noticeably cheaper for similar protection. Instead of using resources to create body armor, first create marine helmets or cataphract helmets (if available), while sticking to vests + overgarments. Once every relevant colonist is equipped with top-tier helmets, then you can start creating body armor. Marine armor is still more protective, but much more expensive for doing so.
Without the Royalty DLC, an end-game colony should equip marine armor on every colonist that doesn't mind the movement penalty, unless they could use a specialized armor like the mechlord suit.
=== Compared to flak vests ===
A flak vest and overgarment are able to provide similar levels of protection. Due to the game's Armor Rating calculations, a vest and devilstrand duster are roughly equivalent in Sharp protection, which is the most common form of damage, comprising of nearly all ranged attacks. A vest with a thrumbofur or hyperweave duster is superior, instead comparable to cataphract armor. If none of the 3 aforementioned textiles are available, then flak jackets are not far behind. 
Marine armor is better than any combination for Blunt protection. But due to the relatively low armor values for both armor sets and the of the blunt weapons likely to be faced, the qualitative and quantitative disparity between the armor sets is small. When made of devilstrand or hyperweave, a duster offers much more Heat protection than power armor. 
In terms of coverage, flak vests do not cover organic arms or any leg (they do cover replacement arms), but marine armor does. Dusters protect everything marine armor does, while flak jackets additionally do not cover the legs. Coverage is otherwise identical. However, the arms and legs are not vital to a pawn. If destroyed, it can be replaced for - less than the cost of marine armor. Even though power armor provides superior coverage, flak vests and devilstrand are much cheaper while protecting all vital areas.
In addition, flak vests only slow the user by -0.12c/s, rather than -0.40 c/s from marine armor. Flak jackets, if used, slow the user by another -0.12c/s, for a total of -0.24 c/s.
 Sharp protection comparison
=== Compared to grenadier armor ===
Grenadier armor is a sidegrade to marine armor, unlocked for the same research. Grenadier armor has Sharp and Blunt armor, before quality. This discrepancy increases at higher quality; at legendary quality, it is less protective in both armor categories. Grenadier costs 75 steel and 4 components more than marine. Steel and components are likely easy to produce for a colony producing power armor, so the material cost is not terribly significant.
The advantage of grenadier armor is its integrated grenade launcher, allowing colonists to wield a weapon and fire what are effectively frag grenades, at 25 steel per grenade. Unlike proper grenades, grenadier armor deals more damage if it is of masterwork or legendary quality. However, the limited number of charges and natural inaccuracy and low range of grenades limits the effectiveness of grenadier. While grenades can be useful, this usefulness is only seen at close range.
== Trivia ==
Every set of marine armor found on an Imperial Grenadier will be green.
== Version history ==
In older versions, it only reduced move speed by 0.1c/s but also reduced Global Work Speed by 10%
* Beta 19 - Renamed from Power armor to Marine armor. 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
* 1.2.2753 - Icons of spacer armor now display as off-white instead of dark gray.
* 1.3.3066 - Now spawns on new Imperial grenadiers.
* 1.3.? - Description changed to fix the lore inconsistency as Imperial Janissaries don't wear the armor. "Armor like this is often used by imperial janissaries and rapid-incursion space marines." -> "Armor like this is often used by rapid-incursion space marines.".
== 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.
Category:Armor