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 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 6 damage from a fist. If an installed scyther blade gets replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the hand's efficiency to 20%. A colonist with one normal hand 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.


When social fighting, colonists will not use the scyther blade to hit the opponent.

Melee Attack Damage Amount Cooldown DPS
Cut 20 60 20