Shields
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Shields are used by Raiders to negate incoming damage while Topside. Some shields reduce mobility for the upside of increased protection. Augments are needed to wear the higher end shields.
| Name | Image | Description | Shield Charge | Damage Mitigation | Movement Penalty | Compatible With | Weight |
|---|---|---|---|---|---|---|---|
| Light Shield | A lightweight shield that blocks a small portion of incoming damage without impacting mobility. | 40 | 40% | NIL | • All Augments | 5.0 | |
| Medium Shield | A standard shield that blocks a medium portion of incoming damage at a moderate cost to mobility. | 70 | 42.5% | 5% Reduced Movement Speed | • Tactical MK.1 • Combat MK.1 • Tactical MK.2 • Combat MK.2 • Tactical MK.3 (Healing) • Combat MK.3 (Aggressive) • Looting MK.3 (Survivor) |
7.0 | |
| Heavy Shield | A heavy shield that blocks a large portion of incoming damage, but carries a significant cost to mobility. | 80 | 52.5% | 15% Reduced Movement Speed | • Combat MK.2 • Combat MK.3 (Aggressive) • Tactical MK.3 (Defensive) |
9.0 |
Notes
Each blue box inside the shield bar is worth 10 shield points. Shields do not act as extra health, but take a portion of the damage you've taken as shield damage instead.
Every free loadout will give you a light shield.
Used to the Weight perk from the Conditioning Skill Tree will reduce the effects of the movement penalty from the medium/heavy shields.
Damage Calculation
As long as the shield has at least 1 charge, it provides full damage mitigation. For example, if you have 1 shield charge and are hit by a Ferro, the damage is reduced as if the shield were fully charged. Damage mitigation only stops once the shield charge reaches 0.
Shield Damage Formula
Let Y be the weapon’s base damage.
- The shield’s charge is reduced by Y (headshot multipliers are ignored — shields always take body damage).
- Your HP is reduced by Y after applying the shield’s deflection rate (e.g. 40% for a Light Shield).
Example
A Ferro body hit deals 40 base damage.
- With a Light Shield (40% deflection) and at least 1 charge remaining:
- Shield charge is reduced by 40
- HP damage taken: 24 instead of 40
Headshot Case
If the Ferro headshot deals 100 damage:
- Shield charge is still reduced by 40 (base damage only)
- HP damage taken: 60 (100 reduced by 40%)
In short: shield charge always absorbs base damage, while HP damage reflects the final hit after deflection.
Shield Durability
- When shield charge is depleted, shield durability is reduced. [1]
- At 100 durability, the shield can sustain 5 full charge depletions before it hits 0 durability and breaks:
- Light Shield can go from 40 charge to 0 charge five times, and then it breaks
- Light Shield can also go from 20 charge to 0 charge ten times before it breaks
- Heavy Shield can go from 80 charge to 0 charge five times before it breaks.
- There is a very minor variance so sometimes the shield durability is left at 1 after 5 full shield charge depletions


