Tactical Vest
HighCapacityVest_Black
A tactical vest designed to hold as much gear as possible while maintaining full mobility.
Protection
| Damage | Stopped | Bleeding | Shock stopped |
|---|---|---|---|
| Bullets no armour declared | 0 % | normal | 0 % |
| Melee | 20 % | reduced | 20 % |
| Infected | 20 % | reduced | 20 % |
| Explosions no armour declared | 0 % | normal | 0 % |
Against what an unprotected hit would have done, for hits that land on this
piece · bullets read
1.00 / 1.00 / 1.00 in the config (health / blood / shock).
How armour works, and every piece ranked →
How this works
Stopped is the share of the damage this piece takes off before it reaches you. It is a multiplier, not a shield: 70 % stopped means a round that would have done 100 does 30, every time — armour never runs out.
Shock is tracked separately because armour is often much better at one than the other. Shock is what knocks you unconscious, so a piece that stops the killing damage but little of the shock still leaves you on the floor.
Bleeding is not a percentage. The game rolls for a cut from the blood damage that got through, so a piece that passes none of it cannot open a wound on the part it covers.
These numbers stack with the weapon, not against it — start from the round's damage on the weapon pages and take this share off. How fast the piece itself falls apart is a separate system, covered in the gear guide.
Found in keycard crates
Inside crates behind a door you open with a keycard of the matching tier.
| Map | Doors | Category | Chance | Qty | How |
|---|---|---|---|---|---|
| Chernarus | T1 | vest pool | 30.0% | 1 | rolled |
| Livonia | T1 | vest pool | 30.0% | 1 | rolled |
| Namalsk | T1 | vest pool | 30.0% | 1 | rolled |
| Sakhal | T1 | vest pool | 30.0% | 1 | rolled |
| Stuart Island | T1 | vest pool | 30.0% | 1 | rolled |
One line per map: the door chips are every keycard tier whose crate holds this item, and the chance spans those tiers. A crate fills each category separately, and a pick-one category yields exactly one of its listed entries, so the chance is that entry's weight within its category, not an absolute drop rate.
Where it spawns
Nominal is how many of this item the map tries to keep in the world at once. Tier is the loot tier of the buildings it rolls in, and Where is the location types that roll it.
| Map | Rarity | Nominal | Category | Tiers | Where | Source |
|---|---|---|---|---|---|---|
| Chernarus | rare | 4 | clothes | T3 T4 | Military | Loot spawns |
| Livonia | rare | 5 | clothes | T2 T3 | Military | Loot spawns |
| Namalsk | very rare | 1 | clothes | T1 T2 T3 T4 | military | Loot spawns |
| Sakhal | rare | 5 | clothes | T2 T3 | Military | Loot spawns |
| Stuart Island | rare | 4 | clothes | T2 T3 T4 | Military | Loot spawns |
Dashed chips are container tags. Namalsk filters loot by tag rather than by usage, so those maps list a tag where the others list a location type. A blank Tiers cell means the type names no tier at all and can roll in any of them.
Stats
| Condition | 120 HP |
|---|---|
| Weight | 2.4 kg |
| Inventory size | 4 × 3 (12 slots) |
| Cargo space | 5 × 4 (20 slots) |
| Attaches to | Vest |
| Accepts | Vest Grenade A, Vest Grenade B, Vest Grenade C, Vest Grenade D |
| Water absorbency | 0% |
| Heat isolation | 75% |
| Visibility modifier | 70% |
| Repair kit IDs | 3 |
| Heavy item | No |
| Quantity bar | No |