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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Line 3: | Line 3: | ||
| always haulable = true | | always haulable = true | ||
| def name = ScytherBlade | | def name = ScytherBlade | ||
− | | description = Hand replacement with a telescoping blade. Scavenged from | + | | 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 | ||
Line 19: | Line 19: | ||
| max hit points base = 50 | | max hit points base = 50 | ||
}} | }} | ||
+ | {{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. | ||
+ | {| {{STDT| c_06 text-center}} | ||
+ | ! Melee Attacks !! Damage Amount !! Cooldown | ||
+ | |- | ||
+ | ![[Injury#Cut|Cut]] | ||
+ | | 20 | ||
+ | | 60 | ||
+ | |} |
Revision as of 18:01, 19 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 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 |