Bionic arm
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
- Tech Level
- 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, increasing Manipulation by 12.5% per arm while also 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 skill of 8.
They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.
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% over natural 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
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Installing the part requires 2,500 ticks (41.67 secs) of work, 2 medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires 2,500 ticks (41.67 secs) of work, 2 medicine of herbal quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Analysis
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Since bionic arms increase a pawn's manipulation capacity, it is advised to install them onto colonists with a high skill level in Crafting or Medicine since those skills depend greatly on manipulation. 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 (note that quality of crafted items is unaffected by the stat). If that option is not available, colonists with high Construction, Mining, Plants or Artistic skills will also benefit quite well from the upgrade while not compromising in the moving capacity, unlike more specialized bionics such as the Drill arm or the Field hand.
Bionic arms don't contain subparts like natural arms do. Any damage received by them will always be applied to their main 30 HP hit bar instead of being spread through their subparts. As a result, they are more likely to be destroyed in combat.[Clarification] And thus On another hand, bionic arms that get damaged but not destroyed don't cause any bleeding or pain and they will never be scarred or loose a finger. Furthermore, the 25% bonus to manipulation means that they will remain effective even after getting damaged.
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. Similar effects are also applied to pawns following an ideoligion with a Body Modification precept.
Version history
- 0.19.2009 - received a nerf to efficiency (from 140%) but is now craftable.