Difference between revisions of "Scyther blade"

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m (Theaetetus moved page Scyther Blade to Scyther blade: Consistency in capitalization)
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| market value base = 2000
 
| market value base = 2000
 
| max hit points base = 50
 
| max hit points base = 50
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| melee damage base = 20
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| melee cooldown base = 60
 
}}
 
}}
 
{{Info|Once removed from an incapacitated [[Mechanoid Scyther|scyther]], [[Scyther Blade|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 repairer can extract the blade.
 
{{Info|Once removed from an incapacitated [[Mechanoid Scyther|scyther]], [[Scyther Blade|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 repairer can extract the blade.
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|-
 
|-
 
![[Injury#Cut|Cut]]
 
![[Injury#Cut|Cut]]
| 20
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|20
| 60
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|60
 
|}
 
|}

Revision as of 23:13, 29 September 2016

Scyther blade

[[|none|64px|link=Scyther blade]]


Type
Medical ItemBody Part

Base Stats

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 repairer can extract the blade.

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
Cut 20 60