Difference between revisions of "Elbow blade"

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(Created page with "{{Define|Body Part | image = Artificial Organ | always haulable = true | def name = PowerClaw | description = A combat-oriented hand replacement consisting of a mechanical han...")
 
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{{Define|Body Part
+
{{Royalty}}{{infobox main|
| image = Artificial Organ
+
| name = Elbow blade
| always haulable = true
+
| image = Health item prosthetic.png|Elbow blade
| def name = PowerClaw
+
| type = Medical Items
| description = A combat-oriented hand replacement consisting of a mechanical hand with a vicious claw on each finger. It is vicious in combat, and its powerful mini-servos can crush a skull like a natural hand crushes an egg. The blades can retracted, making it as useful as a biological hand for non-combat tasks.
+
| type2 = Body Parts
| graphic class = Graphic_Single
+
| tech level = Industrial
| graphic path = Things/Item/BodyPart/ArtificialOrgan
+
| description = A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.
| is body part = true
+
| class =  
| label = power claw
+
| meleeattack1dmg = 18
| parent name = BodyPartBase
+
| meleeattack1type = Cut
| path cost = 10
+
| meleeattack1part = Blade
| selectable = true
+
| meleeattack1cool = 2
| thing class = ThingWithComps
+
| meleeattack1ap = 27
| ticker type = Never
+
| MeleeWeaponAverageDPS = 9
| use hit points = true
+
| MeleeWeaponAverageAP = 27
| flammability base = 1.0
+
| mode = Melee
| market value base = 1200
+
| production facility 1 = Machining table
 +
| research = Compact weaponry
 +
| skill 1 = Crafting
 +
| skill 1 level = 5
 +
| resource 1 = Steel
 +
| resource 1 amount = 40
 +
| resource 2 = Component
 +
| resource 2 amount = 7
 +
| work to make = 15000
 +
| damage type = Sharp
 +
| mass = 4
 +
| marketvalue = 355
 
| max hit points base = 50
 
| max hit points base = 50
|mass = 4
+
| tradeTags = ImplantEmpireCommon
 +
| techHediffsTags = AdvancedWeapon
 +
| thingSetMakerTags = RewardStandardLowFreq
 
}}
 
}}
 +
The '''elbow blade''' is an implant that gives a pawn an attack with 27% AP and 9 DPS (18 damage/2 s).
  
 +
== Acquisition ==
 +
Elbow blades can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
{{nav/body_parts}}
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The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward.
 +
 
 +
== Summary ==
 +
{{stub|section=1}}
 +
Summary stuff goes here
 +
 
 +
===Installation===
 +
{{stub|section=1}}
 +
Installing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
 +
 
 +
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
 +
 
 +
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
 +
 
 +
== Effectiveness and uses ==
 +
 
 +
The elbow blade is a relatively powerful implant melee weapon, having the second highest DPS of all of the implants given by the [[Research#Compact weaponry|Compact Weaponry]] research. The elbow blade is roughly equal to a [[quality|good quality]] [[steel]] [[longsword]] against unarmored enemies, however due to its only modest amount of sharp penetration falls short against [[armor|armored]] foes. Against unarmored foes, it is not quite as powerful as the [[hand talon]], and falls significantly short when compared to a [[power claw]], [[plasteel]] [[longsword]], or [[uranium]] [[mace]], and so is not particularly useful for a dedicated melee pawn if you have access to these more effective options. It
 +
 
 +
Its greatest benefit comes in fitting it to ranged pawns, as it gives them a 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 completely defenseless. 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 melee pawn is near/has been downed, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back.
 +
 
 +
For pawns with a skill in [[Skills#Plants|Plants]], the elbow blade has the additional benefit of being compatible with both [[field hand]]s and [[bionic leg|bionic]] or [[archotech leg]]s. This allows the full suite of work-related bionics to be added while also improving melee capability.
 +
 
 +
== Drawbacks ==
 +
 
 +
The main drawback of the elbow blade is that it can not be simultaneously used with two [[bionic arm|bionic]] or [[archotech arm]]s. [[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 arm|bionic]] or [[archotech arm]], and one elbow blade without it negatively affecting their melee capabilities after [[Version/1.1.2610|1.1.2610]] changed melee verb selection.
 +
 
 +
If you choose two [[bionic arm|bionic]] or [[archotech arm]]s over one arm and an elbow blade, you also have the option of the [[knee spike]]. The [[knee spike]] is not as effective in combat as the elbow blade however, and has the significant drawback that you then can't install two [[bionic leg|bionic]] or [[archotech leg]]s, 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==
 +
*[[Royalty DLC]] Release - Added
 +
*Version 1.1.? - Buffed from 22% AP and 7.50 DPS to 27%, 9 DPS
 +
 
 +
{{nav|body parts|wide}}
 +
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]

Revision as of 04:26, 31 August 2022

Elbow blade

Elbow blade

A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
355 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Blade
18 dmg (Cut)
27% AP
2 seconds cooldown
Melee Average DPS
9
Melee Average AP
27%

Creation

Crafted At
Machining table
Required Research
Compact weaponryTechprint
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 elbow blade is an implant that gives a pawn an attack with 27% AP and 9 DPS (18 damage/2 s).

Acquisition

Elbow blades can be crafted at a Machining table once the Compact weaponry research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require Steel 40 Steel, Component 7 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.

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

Summary

Summary stuff goes here

Installation

Installing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.

Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Effectiveness and uses

The elbow blade is a relatively powerful implant melee weapon, having the second highest DPS of all of the implants given by the Compact Weaponry research. The elbow blade is roughly equal to a good quality steel longsword against unarmored enemies, however due to its only modest amount of sharp penetration falls short against armored foes. Against unarmored foes, it is not quite as powerful as the hand talon, and falls significantly short when compared to a power claw, plasteel longsword, or uranium mace, and so is not particularly useful for a dedicated melee pawn if you have access to these more effective options. It

Its greatest benefit comes in fitting it to ranged pawns, as it gives them a 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 completely defenseless. 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 melee pawn is near/has been downed, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back.

For pawns with a skill in Plants, the elbow blade has the additional benefit of being compatible with both field hands and bionic or archotech legs. This allows the full suite of work-related bionics to be added while also improving melee capability.

Drawbacks

The main drawback of the elbow blade 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 elbow blade 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 an elbow blade, you also have the option of the knee spike. The knee spike is not as effective in combat as the elbow blade 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

  • Royalty DLC Release - Added
  • Version 1.1.? - Buffed from 22% AP and 7.50 DPS to 27%, 9 DPS