Difference between revisions of "Power claw"

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(Noted that downed Scythers can have their hands removed.)
(Undo revision 40601 by 172.68.34.165 (talk) This doesn't give a Power Claw, but a Scyther Blade.)
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| max hit points base = 50
 
| max hit points base = 50
 
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{{Info|Power claws can be purchased from traders or cannibalized through an operation from a downed Scyther. They can then be installed onto a colonist as replacements for their fists. A power claw can only be installed on a natural arm. If a power claw is installed on an 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 5 damage from a fist. It reduces an arm's efficiency to 92%, slightly reducing manipulation.
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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 fists. A power claw can only be installed on a natural arm. If a power claw is installed on an 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 5 damage from a fist. It reduces an arm'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 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.

Revision as of 09:31, 11 August 2016

Power claw

Health item prosthetic.png

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 ItemBody Part

Base Stats

Market Value
385
Mass
4

Stat Modifiers

Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their fists. A power claw can only be installed on a natural arm. If a power claw is installed on an 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 5 damage from a fist. It reduces an arm'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.

Melee Attack Damage Amount Cooldown
Scratch 15 70