Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
The Scyther blade is a mechanoid body part attached to scythers only and used in replacement of melee weapons or fists. Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat. Then it can be surgically installed to colonists with natural arms. If an installed scyther blade is replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists will not use the scyther blade to hit the opponent.
A scyther blade deals 20 damage, compared to 7 damage from a fist but comes with a significant tradeoff by reducing part efficiency to 20%. A colonist with only one normal hand and a blade on the other has 60% manipulation.
A colonist with two blades will have 20% manipulation, making one terrible at anything needing manipulation, but great at melee by out-DPS'ing a normal plasteel longsword (12.12 vs 10) if all blows connect. However, since scyther blades have a heavy manipulation penalty, they are very inaccurate and can only be expected to hit around 50 - 70% of the time, for an effective DPS of around 6 to 8.4, making them no match for many other melee weapons.
|Melee Attack||Damage Amount||Cooldown||DPS|
- Prior to Alpha 17 it used to be extremely powerful, delivering high amounts of damage (20 DPS) that surpasses everything else in-game if installed on both hands. In A17 its attack speed has been greatly nerfed, and since manipulation now affects melee accuracy, its accuracy suffered a great penalty as well.
- In 1.0 this will be removed from the game.