Space Helmet
PCGNML_Space_Helmet_White
Space Helmet
Protection
| Damage | Stopped | Bleeding | Shock stopped |
|---|---|---|---|
| Bullets | 82 % | can't cut you | 78 % |
| Melee | 82 % | can't cut you | 78 % |
| Infected | 90 % | can't cut you | 90 % |
| Explosions | 82 % | can't cut you | 78 % |
Against what an unprotected hit would have done, for hits that land on this
piece · bullets read
0.18 / 0.00 / 0.22 in the config (health / blood / shock).
Sealed against contamination — full biological and chemical protection.
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.
Stats
| Condition | 250 HP |
|---|---|
| Weight | 250 g |
| Inventory size | 3 × 3 (9 slots) |
| Attaches to | Headgear |
| Accepts | NVG, Battery D, Patch 03, Gas Mask Filter |
| Water absorbency | 0% |
| Heat isolation | 30% |
| Visibility modifier | 95% |
| Repair kit IDs | 8 |
| Heavy item | No |
| Quantity bar | No |
| Rotation flags | 2 |