Difference between revisions of "Scyther blade"
m |
(Expanded text.) |
||
Line 19: | Line 19: | ||
| max hit points base = 50 | | max hit points base = 50 | ||
}} | }} | ||
− | {{Info|Once removed from an incapacitated [[Mechanoid Scyther|scyther]], [[Scyther Blade|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 | + | {{Info|Once removed from an incapacitated [[Mechanoid Scyther|scyther]], [[Scyther Blade|scyther blades]] can then be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a repairer can extract the blade. |
+ | |||
+ | A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 5 damage from a fist 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. | ||
+ | |||
+ | When meleeing a target, a colonist with one scyther blade will switch between using it and their normal fist. A colonist wielding a melee weapon uses the weapon instead of their blades. | ||
+ | }} | ||
{| {{STDT| c_06 text-center}} | {| {{STDT| c_06 text-center}} | ||
! Melee Attack !! Damage Amount !! Cooldown | ! Melee Attack !! Damage Amount !! Cooldown |
Revision as of 17:30, 25 April 2015
Scyther blade
Once removed from an incapacitated scyther, scyther blades can then be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a repairer can extract the blade.
A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 5 damage from a fist 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.
When meleeing a target, a colonist with one scyther blade will switch between using it and their normal fist. A colonist wielding a melee weapon uses the weapon instead of their blades.
Melee Attack | Damage Amount | Cooldown |
---|---|---|
Cut | 20 | 60 |