|This information relates to content added by the Royalty DLC. Please note that it will not be present without the DLC enabled.|
A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.
- Melee Attack 1
18 dmg (Cut)
2 seconds cooldown
27% armor penetration
- Melee Average DPS
- Melee Average AP
- Required Research
- Compact Weaponry
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (
The elbow blade is an implant that gives a pawn an attack with 27% AP and 9 DPS (18 damage/2 s).
Elbow blades can only be made at Machining table and require Compact Weaponry to be researched in order to be constructed. This research requires the use of the relevant Techprint. An elbow blade requires 40 steel and 7 components. They require a crafting skill of 5.
Effectiveness and uses
The elbow blade is a relatively powerful implant melee weapon, having the second highest DPS of all of the implants given by the Compact Weaponry research. The elbow blade is roughly equal to a good quality steel longsword against unarmored enemies, however due to its only modest amount of sharp penetration falls short against armored foes. Against unarmored foes, it is not quite as powerful as the hand talon, and falls significantly short when compared to a power claw, plasteel longsword, or uranium mace, and so is not particularly useful for a dedicated melee pawn if you have access to these more effective options. It
Its greatest benefit comes in fitting it to ranged pawns, as it gives them a the ability to be effective in melee combat while still being able to hold a gun. Being able to give a ranged pawn the melee capabilities of a pawn with a steel longsword means that if an enemy raider closes to melee range, your pawn isn't completely defenseless. It also makes you pawns more versatile as they can switch from a ranged to melee role in an instant, and still be effective. This is useful if you need another melee fighter immediately for any reason, whether that be to melee block a choke point but no melee pawn is near/has been downed, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back.
For pawns with a skill in Plants, the elbow blade has the additional benefit of being compatible with both field hands and bionic or archotech legs. This allows the full suite of work-related bionics to be added while also improving melee capability.
The main drawback of the elbow blade is that it can not be simultaneously used with two bionic or archotech arms. Manipulation above 100% does not affect Shooting Accuracy, and so for a dedicated gunfighter this may not be a significant drawback. However, manipulation increases general labor speed, meaning that if they have a role within your colony beyond fighting affected by manipulation, such as crafting or constructing, they will be less effective at these roles than they otherwise could be. A pawn can still be equipped with one bionic or archotech arm, and one elbow blade without it negatively affecting their melee capabilities after 1.1.2610 changed melee verb selection.
If you choose two bionic or archotech arms over one arm and an elbow blade, you also have the option of the knee spike. The knee spike is not as effective in combat as the elbow blade however, and has the significant drawback that you then can't install two bionic or archotech legs, which are arguably more important than the arms. In this case you can install venom fangs which, while the weakest implant of all those mentioned, does not conflict with anything.
- Royalty DLC Release - Added
- Version 1.1.? - Buffed from 22% AP and 7.50 DPS to 27%, 9 DPS