A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
- Medical Items – Body Parts
- Tech Level
- 4 kg
- Melee Attack 1
22 dmg (Scratch)
2 seconds cooldown
33% armor penetration
- Melee Average DPS
- Melee Average AP
- Required Research
- Specialized limbs
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
- Advanced, AdvancedWeapon
Power claws are artificial hand replacements that also function as moderately powerful melee weapons at the expense of slowing a pawn's moving.
In the core game, the power claws cannot be crafted. Instead they can only be obtained via trade, given as a quest reward, found in quest item stashes. or found in ancient shrines.
With the Royalty DLC, power claws can be crafted at a Machining table once the Specialized limbs research project has been completed. Note that this research requires a techprint. They require 40 Steel, 8 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
Power claws replace the user's organic hand, including the fingers. They are universal and can be installed on either the left or right. The power claw has a part efficiency of 100%. This fully replaces the functionality of a normal hand but provides no enhancement - when coupled with the hand body part having a Manipulation importance of 50%, it results in an increase in manipulation of up to 50% when replacing a missing or totally inoperable hand. Manipulation, in turn, affects a great many stats. For a full list of affected stats, see Manipulation
Each power claw inflicts a −8% Moving penalty. Moving, in turn, affects the following stats: Hunting Stealth, Melee Dodge Chance, Move Speed. This results in a directly proportional change to a pawn's move speed, and a improvement in melee dodge chance equivalent to losing −1.44 levels of Melee skill per hand replaced.
A power claw replaces the natural "Fist" attack of the replaced hand with a significantly more powerful Scratch attack. When social fighting, colonists will not use the power claw to attack their opponent.
A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the bionic arm, and will cause the removal of any parts installed into the hand, such as the hand talon . It also will replace or be replaced by any other part that replaces the hand, such as the field hand . If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.
Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of ??[What Quality?] quality or better, and a Medical skill of 4.
Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of ??[What Quality?] quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
In terms of DPS, the power claw is the strongest prosthetic weapon in the game, and the only prosthetic weapon available without the Royalty DLC. A power claw, on its own, is competitive with a normal quality plasteel longsword (with a Moving penalty). One of the key advantages of prosthetics is that they can be "wielded" with a ranged weapon, allowing a gunner to also be effective in melee.
Power claws can be obtained very early in the game, even before Smithing, through trade or quests. Early on, a claw is a powerful melee weapon in its own right, both strong and cheap. But as power claws are not impacted by quality, they will fall behind plasteel longswords as a dedicated melee weapon. In addition, regular melee weapons will not decrease Moving or Melee Dodge Chance. Regular weapons also do not impede a bionic arm or archotech arm, both which increases Melee Hit Chance instead. Finally, note that power claws require surgery, which is risky without a good doctor and a clean hospital.
Because of the melee verb selection mechanic, pawns will use their "Best" attack 75% of the time, and "Mid" attacks the rest of the time. If a pawn is already holding a stronger melee weapon, adding a power claw would offer a marginal benefit, as the claw would replace fist and/or handle attacks. This still comes at the cost of Moving and Melee Dodge Chance. If a power claw is already a pawn's strongest attack, installing 2 claws would be pointless.
Overall, the power claw offers a way for ranged pawns to defend themselves in melee, at the cost of their Moving. It can also be used as a dedicated melee weapon during the early game.
Compared to other prosthetics
In the Royalty DLC, there are many other options for a "sidearm" prosthesis. The main differences between prosthetics are: DPS, AP, and which part it attaches to. In addition, the power claw is the only prosthetic weapon that reduces Moving, which has an impact on melee combat.
- Hand talons provide very similar DPS, but at −17% AP. However, they do not slow down the user at all. They are attached on the hand and require an organic hand to do so.
- Elbow blades attach to the organic arm, and knee spikes attach to the organic leg. They are weaker than the hand talon but offer slightly more AP.
- Venom fangs attach to the jaws, which no other prosthetic does. They are the weakest of the prosthetic weapons, but do not impede the arm or leg. They also cause toxic buildup.
As the power claw incurs a Melee Hit Chance penalty, other prosthetic weapons may be worth considering. For a ranged fighter, raw DPS may not be a primary concern. Many ranged pawns will rarely need to melee, and the Moving penalty impedes kiting. A hand talon can be sufficient to distract and eventually defeat a melee enemy, and if it is sufficient, there's no need to install a power claw that penalizes you.
Bionic arms and archotech arms offer a "fist" attack, which are much weaker to the power claw. However, each bionic arm increases Melee Hit Chance by +0.96 Melee levels, and an archotech arm offers double the benefit. Both bionics also offer an increase in Manipulation and no decrease in Moving, which helps with general work tasks.
Unlike hand talons, but like bionic/archotech arms, power claws replace the entire hand. This can be used to replace a missing hand. Compared to the wooden hand, the power claw gives +10% Manipulation for −8% Moving. If you later install a bionic arm (or other hand/full arm replacement), then the power claw will be retrieved safely, so long as the surgery succeeds.
Slaves represent a unique use case for body part weapons. As proper melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicated melee weapons is also less relevant.
- 0.7.581 - Added
- B19 - Body part efficiency increased from 92% -> 100%.
- Royalty DLC Release - Crafting Recipe added.
- 1.1.2587 - DPS was buffed but it also slowed movement.