Difference between revisions of "Power claw"
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{{Info|Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 15 damage compared to 6 damage from a fist, and attacks faster. It reduces a hand's efficiency to 92%, slightly reducing manipulation. | {{Info|Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 15 damage compared to 6 damage from a fist, and attacks faster. It reduces a hand's efficiency to 92%, slightly reducing manipulation. |
Revision as of 03:53, 12 August 2017
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 can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 15 damage compared to 6 damage from a fist, and attacks faster. It reduces a hand's efficiency to 92%, slightly reducing manipulation.
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 social fighting, colonists will not use the power claw to attack their opponent.
Melee Attack | Damage Amount | Cooldown | DPS |
---|---|---|---|
Scratch |
- 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