Difference between revisions of "Power claw"
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− | ! Melee Attack !! Damage Amount !! Cooldown | + | ! Melee Attack !! Damage Amount !! Cooldown !!DPS |
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![[Injury#Scratch|Scratch]] | ![[Injury#Scratch|Scratch]] | ||
|{{Q|{{BASEPAGENAME}}|Melee Damage Base}} | |{{Q|{{BASEPAGENAME}}|Melee Damage Base}} | ||
|{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}} | |{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}} | ||
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Revision as of 19:54, 2 October 2016
Power claw
A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
- Type
- Medical Item – Body Part
Base Stats
Stat Modifiers
Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their fists. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 15 damage compared to 5 damage from a fist. It reduces an arm's efficiency to 92%, slightly reducing manipulation.
When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one power claw and one normal fist is less effective than having two claws. A colonist equipped with one or more claws should not wield a melee weapon because they will use the weapon instead of their claws.
Melee Attack | Damage Amount | Cooldown | DPS |
---|---|---|---|
Scratch |