Hand talon

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Hand talon

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 ItemsBody Parts
Market Value
355 Silver

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Talon
15 dmg (Scratch)
15% AP
1.5 seconds cooldown

Creation

Crafted At
Machining table
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 40 + Component 7
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
AdvancedWeapon
tradeTags
ImplantEmpireCommon


The Hand Talon is an implant that gives a pawn an attack with 15% AP and 10.0 DPS. It does not affect manipulation.

Acquisition

Hand talons can only be made at Machining table and require Compact Weaponry to be researched in order to be constructed. This research requires the use of the relevant Techprint. A hand talon requires Steel 40 steel and Component 7 components. They require a crafting skill of 5.

The item can also be traded from exotic traders, and can be earned as a quest reward.

Effectiveness and uses

The hand talon is a relatively powerful implant melee weapon, having the highest DPS of all of the implants given by the Compact Weaponry research, but it has less armor penetration than the Elbow blade. Against unarmored enemies, the hand talon is slightly superior to a good quality steel longsword. It is not as powerful as a power claw, plasteel longsword or uranium mace however, and so is not particularly useful for a dedicated melee pawn if you have access to these more effective options.

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 this role, 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.

Drawbacks

The main 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

  • Added in initial release of Royalty
  • Buffed in version ??