Difference between revisions of "Bionic arm"
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− | {{Info|A '''bionic arm''' is a | + | {{Info|A '''bionic arm''' is an [[artificial body part]] that acts as a replacement for a pawn's natural arm, while also increasing [[Manipulation]] by 12.5% per arm and offering a slightly more powerful punch attack and acting as a [[body part weapon]].}} |
== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
− | {{ | + | Bionic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The bionic arm has a part efficiency of 125%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of 12.5% for each bionic arm installed. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]]. |
− | + | ||
+ | A bionic arm also replaces the natural "Fist" attack all [[Human]]s have with an almost 50% more powerful, but otherwise equivalent, punch. | ||
+ | <div><li style="display: inline-table;"> | ||
+ | {| {{STDT|sortable c_06 text-center}} | ||
+ | ! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type | ||
+ | |- | ||
+ | ! {{Icon small|Heart|32}} | ||
+ | ! style='text-align: left !important;'| Human Fist | ||
+ | | {{Q|Human|Attack 1 Damage}} | ||
+ | | {{Q|Human|Attack 1 DPS}} | ||
+ | | {{Q|Human|Attack 1 AP}}% | ||
+ | | [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]] | ||
+ | |- | ||
+ | ! {{Icon small|{{PAGENAME}}|32}} | ||
+ | ! {{PAGENAME}} | ||
+ | | {{P|Attack 1 Damage}} | ||
+ | | {{P|Attack 1 DPS}} | ||
+ | | {{P|Attack 1 AP}}% | ||
+ | | [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]] | ||
+ | |- | ||
+ | |} | ||
+ | </li><div> | ||
===Installation=== | ===Installation=== | ||
{{stub|section=1}} | {{stub|section=1}} | ||
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== Analysis == | == Analysis == | ||
+ | {{stub|section=1|Tiny analysis. What jobs benefit? Who should get it first? Does it benefit melee or ranged? Its effect on armor coverage etc etc etc}} | ||
Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on [[Skills|Crafting]] or [[Doctoring|Medicine]] since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster. | Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on [[Skills|Crafting]] or [[Doctoring|Medicine]] since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster. | ||
Revision as of 09:11, 27 January 2022
Bionic arm
An advanced artificial arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
Base Stats
- Type
- Medical Items – Body Parts
- Weapon Class
- Spacer
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Fist
12 dmg (Blunt)
18% AP
2 seconds cooldown
Creation
- Required Research
- Bionic replacements
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- thingSetMakerTags
- RewardStandardMidFreq
- techHediffsTags
- Advanced
- tradeTags
- TechHediff, Bionic
A bionic arm is an artificial body part that acts as a replacement for a pawn's natural arm, while also increasing Manipulation by 12.5% per arm and offering a slightly more powerful punch attack and acting as a body part weapon.
Acquisition
Bionic arms can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require 15 Plasteel, 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting of 8
They can also be bought from exotic traders, Empire traders, and at Outlander faction bases. They are also sometimes offered as a quest reward.
Summary
Bionic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The bionic arm has a part efficiency of 125%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a Manipulation importance of 50%, it results in an increase in manipulation of 12.5% for each bionic arm installed. Manipulation, in turn, affects a great many stats. For a full list of affected stats, see Manipulation.
A bionic arm also replaces the natural "Fist" attack all Humans have with an almost 50% more powerful, but otherwise equivalent, punch.
Name | Damage | DPS | AP | Damage Type | |
---|---|---|---|---|---|
Human Fist | 8.2 | 4.1 | 12% | Blunt | |
Bionic arm | 12 | 18% | Blunt |
Installation
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 5.
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on Crafting or Medicine since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster.
As with all bionics, it will give a mood bonus to anyone with the Body modder trait and a heavy penalty to anyone with the Body purist trait.
Version history
- 0.19.2009 - received a nerf to efficiency (from 140%) but is now craftable.