Difference between revisions of "Scyther blade"

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| max hit points base = 50
 
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{{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 blade deals 20 damage, compared to 5 damage from a fist.}} It can only be installed on a natural arm. 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.
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{{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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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.
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When meleeing a target, a colonist with one scyther blade will switch between using it and their normal fist. A colonist wielding a melee weapon uses the weapon instead of their blades.
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{| {{STDT| c_06 text-center}}
 
{| {{STDT| c_06 text-center}}
 
! Melee Attack !! Damage Amount !! Cooldown
 
! Melee Attack !! Damage Amount !! Cooldown

Revision as of 17:30, 25 April 2015

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 one scyther blade will switch between using it and their normal fist. A colonist wielding a melee weapon uses the weapon instead of their blades.

Melee Attack Damage Amount Cooldown
Cut 20 60