Difference between revisions of "Scyther blade"

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m ((Bot) XML data extraction: Removing obselete properties and some fixes)
(Changed 'dead' to 'incapacitated' in infobox description. Added initial text.)
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| always haulable = true
 
| always haulable = true
 
| def name = ScytherBlade
 
| def name = ScytherBlade
| description = Hand replacement with a telescoping blade. Scavenged from a dead scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
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| description = Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
 
| graphic class = Graphic_Single
 
| graphic class = Graphic_Single
 
| graphic path = Things/Item/BodyPart/ArtificialOrgan
 
| graphic path = Things/Item/BodyPart/ArtificialOrgan
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| max hit points base = 50
 
| max hit points base = 50
 
}}
 
}}
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{{Info|Once removed from an incapacitated [[Mechanoid Scyther|scyther]], scyther blades can then be installed onto a colonist as replacements for their fists. A blade deals 20 damage, compared to 5 damage from a fist.}} It can only be installed on a natural arm. If a scyther blade is installed on an arm which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the arm's efficiency to 20%. A colonist with one normal arm and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.
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{| {{STDT| c_06 text-center}}
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! Melee Attacks !! Damage Amount !! Cooldown
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|-
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![[Injury#Cut|Cut]]
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| 20
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| 60
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|}

Revision as of 18:01, 19 April 2015

Scyther blade

[[|none|64px|link=Scyther blade]]


Type
Medical ItemBody Part

Base Stats

... further results

Stat Modifiers

... further results

Once removed from an incapacitated scyther, scyther blades can then be installed onto a colonist as replacements for their fists. A blade deals 20 damage, compared to 5 damage from a fist. It can only be installed on a natural arm. If a scyther blade is installed on an arm which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the arm's efficiency to 20%. A colonist with one normal arm and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.

Melee Attacks Damage Amount Cooldown
Cut 20 60