Difference between revisions of "Bionic arm"

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{{stub|section=1|Tiny analysis. What jobs benefit? Who should get it first? Does it benefit melee or ranged? Its effect on armor coverage etc etc etc}}
 
{{stub|section=1|Tiny analysis. What jobs benefit? Who should get it first? Does it benefit melee or ranged? Its effect on armor coverage etc etc etc}}
 
Since bionic arms increase a pawn's [[manipulation]] capacity, it is advised to install them onto colonists with a high skill level in [[Skills|Crafting]] or [[Doctoring|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 [[Skills|Construction]], [[Skills|Mining]], [[Skills|Plants]] or [[Skills|Artistic]] skills will also benefit quite well from the upgrade while not compromising in the [[moving]] capacity, unlike more specialized bionics such as the {{RoyaltyIcon}} [[Drill arm]] or the {{RoyaltyIcon}} [[Field hand]].
 
Since bionic arms increase a pawn's [[manipulation]] capacity, it is advised to install them onto colonists with a high skill level in [[Skills|Crafting]] or [[Doctoring|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 [[Skills|Construction]], [[Skills|Mining]], [[Skills|Plants]] or [[Skills|Artistic]] skills will also benefit quite well from the upgrade while not compromising in the [[moving]] capacity, unlike more specialized bionics such as the {{RoyaltyIcon}} [[Drill arm]] or the {{RoyaltyIcon}} [[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. 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 [[traits|trait]] and a heavy penalty to anyone with the Body purist trait. Similar effects are also applied to pawns following an {{IdeologyIcon}} [[ideoligion]] with a [[Ideoligion#Body_modification|Body Modification]] [[Ideoligion#Precepts|precept]].
 
As with all bionics, it will give a mood bonus to anyone with the Body modder [[traits|trait]] and a heavy penalty to anyone with the Body purist trait. Similar effects are also applied to pawns following an {{IdeologyIcon}} [[ideoligion]] with a [[Ideoligion#Body_modification|Body Modification]] [[Ideoligion#Precepts|precept]].

Revision as of 15:27, 27 May 2022

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 ItemsBody Parts
Weapon Class
Spacer
Market Value
1030 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Fist
12 dmg (Blunt)
18% AP
2 seconds cooldown
Melee Average DPS
6
Melee Average AP
18%

Creation

Crafted At
Fabrication bench
Required Research
Bionic replacements
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
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 Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting of 8

They can also be bought from exotic traders, Empire traders, and at Outlander faction bases. They are also sometimes offered as a quest reward.

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% 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
    Heart Human Fist 8.2 4.1 12% Blunt
    Bionic arm Bionic arm 12 6 18% Blunt
  • Installation

    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

    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 Content added by the Royalty DLC Drill arm or the Content added by the Royalty DLC 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. 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 Content added by the Ideology DLC ideoligion with a Body Modification precept.

    Version history

    • 0.19.2009 - received a nerf to efficiency (from 140%) but is now craftable.