|This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled.|
A razor-sharp talon which extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor.
- Melee Attack 1
15 dmg (Scratch)
1.5 seconds cooldown
15% armor penetration
- Melee Average DPS
- Melee Average AP
- Required Research
- Compact weaponry
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
The Hand Talon is an implant that gives a pawn an attack with 15% AP and 10.0 DPS. It does not affect manipulation.
Hand talons can be crafted at a Machining table once the Compact weaponry research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require 40 Steel, 7 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
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Summary stuff goes here
If the operation fails, the part has a chanceto be destroyed.
Effectiveness and uses
The hand talon is a relatively powerful implant melee weapon, having the highest DPS of all of the implants given by the Compact Weaponry research, but it has less armor penetration than the Elbow blade. Against unarmored enemies, the hand talon is slightly superior to a good quality steel longsword. It is not as powerful as a power claw, plasteel longsword or uranium mace however, and so is not particularly useful for a dedicated melee pawn if you have access to these more effective options.
Its greatest benefit comes in fitting it to ranged pawns, as it gives them 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 as defenseless as they would be otherwise. 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 undowned melee pawn is available, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back. In this role, it may be better than the power claw in some circumstances, as despite the slightly lower DPS and significantly lower AP, it does not slow the pawn like the power claw.
The main drawback of the hand talon 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 hand talon 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 a hand talon, you also have the option of the knee spike. The knee spike is not as effective in combat as the hand talon 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.
- Added in initial release of Royalty
- Buffed in version ??