Bionic arm

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Bionic arm

Bionic arm

An advanced artificial arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.

Base Stats

Type
Medical ItemsBody Parts
Weapon Class
Spacer
Market Value
1030 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Fist
12 dmg (Blunt)
18% AP
2 seconds cooldown
Melee Average DPS
6
Melee Average AP
18%

Creation

Crafted At
Fabrication bench
Required Research
Bionic replacements
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
thingSetMakerTags
RewardStandardMidFreq
techHediffsTags
Advanced
tradeTags
TechHediff, Bionic


A bionic arm is a very useful replacement for a natural arm. They are universal and can be installed on either left or right, replacing a colonist's arm up to and including the shoulder. It has 125% efficiency, increasing a colonist's manipulation by 12.5% for each bionic arm installed. A bionic arm's strength gives its bearer a melee attack of 12 damage when an attack uses that arm, compared to 8 damage from a natural arm.

Acquisition

Bionic arms can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting of 8

They can also be bought from exotic traders and at Outlander faction bases.

Summary

Efficiency of 125% resulting in Manipulation of ? and knock on effects of ?.

Installation

Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 5.

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.

Analysis

Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on Crafting or Medicine since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster.

As with all bionics, it will give a mood bonus to anyone with the Body modder trait and a heavy penalty to anyone with the Body purist trait.

Version history

  • 0.19.2009 - received a nerf to efficiency (from 140%) but is now craftable.