Difference between revisions of "Power claw"
PigeonGuru (talk | contribs) |
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| always haulable = true | | always haulable = true | ||
| def name = PowerClaw | | def name = PowerClaw | ||
− | | description = | + | | description = A combat-oriented hand replacement consisting of a mechanical hand with a vicious claw on each finger. It is vicious in combat, and its powerful mini-servos can crush a skull like a natural hand crushes an egg. The blades can retracted, making it as useful as a biological hand for non-combat tasks. |
| graphic class = Graphic_Single | | graphic class = Graphic_Single | ||
| graphic path = Things/Item/BodyPart/ArtificialOrgan | | graphic path = Things/Item/BodyPart/ArtificialOrgan | ||
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| use hit points = true | | use hit points = true | ||
| flammability base = 1.0 | | flammability base = 1.0 | ||
− | | market value base = | + | | market value base = 1200 |
| max hit points base = 50 | | max hit points base = 50 | ||
|mass = 4 | |mass = 4 | ||
}} | }} | ||
− | {{#set:Melee Damage Base = | + | {{#set:Melee Damage Base = 18| Melee Cooldown Base = 100| Damage Type = Sharp}}{{#set:Maximum DPS = 9 }} |
− | {{Info|Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals | + | {{Info|Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 18 damage compared to 6 damage from a fist. |
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. | 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. | ||
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[[Kind::Weapons| ]] | [[Kind::Weapons| ]] | ||
+ | |||
+ | == History == | ||
+ | Before B19, the power claw had a body part efficiency of 92% | ||
{{nav/body_parts}} | {{nav/body_parts}} |
Revision as of 17:24, 13 September 2018
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 hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 18 damage compared to 6 damage from a fist.
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.
The power claw makes a good hand replacement for a colonist using both melee and ranged combat, as the claws work as good melee weapons while allowing you to use a ranged weapon as well.
When social fighting, colonists will not use the power claw to attack their opponent.
Melee Attack | Damage Amount | Cooldown | DPS |
---|---|---|---|
Scratch |
History
Before B19, the power claw had a body part efficiency of 92%
- Arm/Hand
- Archotech arm • Bionic arm • Power claw • Prosthetic arm • Wooden hand • Drill arm • Elbow blade • Field hand • Hand talon • Venom talon • Flesh tentacle • Flesh whip
- Head
- Archotech eye • Bionic eye • Bionic ear • Bionic jaw • Bionic tongue • Cochlear implant • Denture • Aesthetic nose
- Head implants
- Joywire • Painstopper • Circadian assistant • Circadian half-cycler • Gastro-analyzer • Learning assistant • Mindscrew • Neurocalculator • Psychic harmonizer • Psychic reader • Psychic sensitizer • Venom fangs • Control sublink (Standard, High) • Mechlink • Mech gestation processor • Remote repairer • Remote shielder • Repair probe
- Spine
- Bionic spine • Revenant vertebrae
- Stomach
- Bionic stomach • Nuclear stomach • Reprocessor stomach • Sterilizing stomach • Fleshmass stomach
- Heart
- Bionic heart • Prosthetic heart • Heart • Adrenal heart • Corrosive heart • Metalblood heart
- Lung
- Lung • Detoxifier lung • Fleshmass lung
- Kidney
- Kidney • Detoxifier kidney
- Organs
- Liver
- Visceral implants
- Death acidifier • Aesthetic shaper • Coagulator • Healing enhancer • Armorskin gland • Stoneskin gland • Toughskin gland • Immunoenhancer • Love enhancer • Ghoul plating • Ghoul barbs
- Leg/Foot
- Archotech leg • Bionic leg • Prosthetic leg • Peg leg • Wooden foot • Knee spike
- Related
- Psylink neuroformer • Xenogerm
- Deprecated
- Scyther blade • Psychic silencer