Scyther blade

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Scyther blade

Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.


Type
Medical ItemBody Part

Base Stats

Flammability
1
Market Value
2,000
Mass
4
Max Hit Points
50
Melee Cooldown
60
Melee Damage
20

Stat Modifiers




Once removed from an incapacitated scyther, scyther blades can then be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a constructor can extract the blade.

Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393)

A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 5 damage from a fist. If a scyther blade is installed on an arm which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the arm's efficiency to 20%. A colonist with one normal arm and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.

When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades.


Melee Attack Damage Amount Cooldown DPS
Cut 20 60 20