Hand talon
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Hand talon
A razor-sharp talon which extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Industrial
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Talon
15 dmg (Scratch)
15% AP
1.5 seconds cooldown - Melee Average DPS
- 10
- Melee Average AP
- 15%
Creation
- Required Research
- Compact weaponry
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- AdvancedWeapon
- tradeTags
- ImplantEmpireCommon
The hand talon is an implant and body part weapon that gives a pawn an extra melee attack.
Acquisition
Hand talons can be crafted at a Machining table once the Compact weaponry research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require 40 Steel,
7 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
The item can also be traded from exotic traders, and can be earned as a quest reward.
Summary
The hand talon is a implant that is installed into a pawn's existing, organic hand. They are universal and can be installed on either the left or right hand but cannot be implanted into artificial body parts such as wooden hands or bionic arms. It adds[Replaces?] an extra attack to implantee's melee verb pool. This attack deals 15 Scratch damage, with an AP of 15 for an average DPS of 10. The true DPS will depend on the specific melee verbs available to the pawn. The implant does not affect manipulation nor does it replace the function of any body part.[Replace?] Hand talons have no quality.
When social fighting, colonists will not use the hand talon to attack their opponent.
Name | Damage | DPS | AP | Damage Type | |
---|---|---|---|---|---|
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Human Fist | 8.2 | 4.1 | 12% | Blunt |
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Hand talon | 15 | 10 | 15% | Scratch |
Installation
Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Analysis
The hand talon is a relatively powerful body part weapon, having the second highest DPS of all options second only the power claw. And unlike the power claw, it inflicts no stat malus. Its primary failing is in AP and single attack damage with the lowest of the all the damage-only body part weapons. Against unarmored enemies, the hand talon is slightly superior to a good quality steel longsword but is inferior to normal quality plasteel longsword or uranium mace. As with all body part weapons, is not particularly useful for a dedicated melee pawn if melee weapons of decent material and quality are available.
Its greatest benefit comes in fitting it to ranged pawns, as it gives them the ability to be effective in melee combat while still being able to hold a gun. Being able to give a ranged pawn the melee capabilities of a pawn with a steel longsword means that if an enemy raider closes to melee range, your pawn isn't as defenseless as they would be otherwise. It also makes you pawns more versatile as they can switch from a ranged to melee role in an instant, and still be effective. This is useful if you need another melee fighter immediately for any reason, whether that be to melee block a choke point but no undowned melee pawn is available, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back. In these roles, it may be better than the power claw in some circumstances, as despite the slightly lower DPS and significantly lower AP, it does not slow the pawn like the power claw. Additionally, the majority of melee enemies that would close with your ranged pawns are tribals and animals, both of whom are lightly armored, limiting the disparity between the two a mere −1 DPS and a significant −32% loss in single attack damage, reducing the chance of body part destruction. Given that using ranged pawns in melee should be relatively rare, this is often worthwhile to avoid the power claw's penalty to Moving.
Part incompatibly
A significant drawback of the hand talon is that it can not be simultaneously used with two bionic or archotech arms. Manipulation above 100% does not affect Shooting Accuracy, and so for a dedicated gunfighter this may not be a significant drawback. However, manipulation increases general labor speed, meaning that if they have a role within your colony beyond fighting affected by manipulation, such as crafting or constructing, they will be less effective at these roles than they otherwise could be. A pawn can still be equipped with one bionic or archotech arm, and one hand talon without it negatively affecting their melee capabilities after 1.1.2610 changed melee verb selection.
If you choose two bionic or archotech arms over one arm and a hand talon, you also have the option of the knee spike. The knee spike is not as effective in combat as the hand talon however, and has the significant drawback that you then can't install two bionic or archotech legs, which are arguably more important than the arms. In this case you can install venom fangs which, while the weakest implant of all those mentioned, does not conflict with anything.
Version history
- Royalty DLC Release - Added
- 1.1.2598 - Rebalanced. Decreased AP from 22% -> 15%, and decreased cooldown time from 2s -> 1.5s. DPS increased 7.50 -> 10, market value increased from
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