Difference between revisions of "Power claw"
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|mass = 4 | |mass = 4 | ||
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− | {{#set:Melee Damage Base = 18| Melee Cooldown Base = | + | {{#set:Melee Damage Base = 18| Melee Cooldown Base = 120| Damage Type = Sharp}}{{#set:Maximum DPS = 9 }} |
− | {{Info|Power claws | + | {{Info|Power claws are powerful bionic hand replacements. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which then 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. |
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+ | Power claws cannot be crafted and must be bought, given as a quest reward or found in item stashes. | ||
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. | ||
}} | }} | ||
− | 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 | + | 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 allowing colonists to hold off melee attackers effectively. |
When social fighting, colonists will not use the power claw to attack their opponent. | When social fighting, colonists will not use the power claw to attack their opponent. | ||
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[[Kind::Weapons| ]] | [[Kind::Weapons| ]] | ||
− | == | + | == Version history == |
− | Before B19, the power claw had a body part efficiency of 92% | + | Before B19, the power claw had a body part efficiency of 92%. |
{{nav/body_parts}} | {{nav/body_parts}} |
Revision as of 13:23, 25 October 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 are powerful bionic hand replacements. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which then 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.
Power claws cannot be crafted and must be bought, given as a quest reward or found in item stashes.
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 allowing colonists to hold off melee attackers effectively.
When social fighting, colonists will not use the power claw to attack their opponent.
Melee Attack | Damage Amount | Cooldown | DPS |
---|---|---|---|
Scratch |
Version 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