The industrial hand is a weapon in the Fallout: New Vegas add-on Lonesome Road.
Background[]
During the pre-War era, in the area that would become the Divide, industrial workers made use of a modified power fist outfitted with a circular saw blade mounted on the back instead of a pneumatic piston, self-automated by an unknown power supply. Following the nuclear apocalypse, the surviving units were repurposed for use as weapons.
Characteristics[]
An unarmed weapon that is fully automatic. Unlike other unarmed weapons, holding down the attack button when wielding it will cause continuous damage to targets that come in contact with the blade, similar to the Ripper and chainsaw. Its continuous cutting action also penetrates an enemy's defenses and completely ignores the target's Damage Resistance and Damage Threshold values.
It deals a high-end amount of damage per strike at the fastest attack speed, thus having the highest damage-per-second (DPS) value of all unarmed weapons. It also deals a moderate amount of critical hit damage at a 1x critical chance multiplier. It has the highest AP cost and the second-highest weight of all unarmed weapons (below the Embrace of the Mantis King! ), but also the highest durability. It requires a 75 Unarmed skill level and 7 Strength attribute level to use effectively. It is considered an improved holdout weapon.
V.A.T.S. Special Attacks[]
Legend | ||||
---|---|---|---|---|
- Type of attack | - Skill required | |||
- Damage per attack in V.A.T.S. | - Action point cost | |||
- Damage per action point | - Additional effects |
Normal | 0 | 100 | 65 | 1.54 | |
Stomp | 50 | 200 | 20 | 10 | Only on knocked down enemies |
Uppercut | 50 | 115 | 20 | 5.75 | |
Cross | 75 | 110 | 20 | 5.5 | 2.5x damage to limbs |
- Note: Unarmed weapons do double normal damage in V.A.T.S.
Durability[]
The industrial hand can successfully strike about 7,995 times from full condition before breaking.
Variants[]
- Power fist - the standard variant found in the Mojave Wasteland.
- Power fist (GRA) - a customizable variant added with Gun Runners' Arsenal.
- Greased Lightning - a unique variant added with Gun Runners' Arsenal.
- Salt-Upon-Wounds' power fist - a unique variant used by Salt-Upon-Wounds during Crush the White Legs or Flight from Zion.
- Saturnite fist - a variant found in Big MT.
- Saturnite fist super-heated - a rare variant created by the Toaster in the Sink.
Comparison[]
Legend | ||||
---|---|---|---|---|
- Weapon name (melee or unarmed) | - Attacks in V.A.T.S. | |||
- Weapon name (gun, energy or explosive) | - Action point cost | |||
- Damage per attack (damage per projectile) | - Damage per action point | |||
- Damage per second | - Weapon spread | |||
- Area of effect damage | - Magazine capacity (shots per reload) | |||
- Effect damage & duration | - Durability (number of attacks before breaking) | |||
- Bonus effects | - Weight | |||
- Attacks per second | - Value in caps | |||
- Critical chance % multiplier | - Value to weight ratio | |||
- Critical damage | - Skill required | |||
- Critical effect damage & duration | - Strength required | |||
- With all mods attached |
Power fist | 40 | 43.6 | 1.09 | x1 | 40 | 28 | 2.9 | 395 | 6 | 800 | 133.3 | 50 | 5 | |||
Power fist | 40 | 43.6 | 1.09 | x1 | 40 | 28 | 2.9 | 395 | 6 | 800 | 133.3 | 50 | 5 | |||
Power fist | 48 | 62.8 | 1.31 | x1 | 40 | 28 | 3.4 | 795 | 6 | 4900 | 816.7 | 50 | 5 | |||
Greased Lightning | 32 | 96 | 3 | x1 | 32 | 28 | 2.3 | 995 | 6 | 15000 | 2500 | 50 | 5 | |||
Industrial hand | 50 | 160 | Ignores DR/DT | 3.2 | x1 | 40 | 65 | 1.5 | 7995 | 10 | 2500 | 250 | 75 | 7 | ||
Salt-Upon-Wounds' power fist | 45 | 64.4 | +3/10s | 1.36 | x1 | 45 | 25 | 4.8 | 495 | 6 | 2500 | 416.7 | 50 | 6 | ||
Saturnite fist | 35 | 63 | 1.8 | x1 | 35 | 25 | 2.8 | 795 | 4 | 1600 | 400 | 45 | 4 | |||
Saturnite fist super-heated | 55 | 90.8 | 1.65 | x1 | 55 | +2/5s | 25 | 4.4 | 595 | 4 | 2400 | 600 | 55 | 5 |
- Note: Unarmed damage is doubled in V.A.T.S.
Locations[]
- Ashton silo control station - In a footlocker on a shelf outside, to the right when facing the entrance to the silo lift.
- Between the Boxwood Hotel roof and Ulysses' Temple, in a footlocker at a campsite on the eastern side of the fallen-over building separating the areas with the deathclaws and the marked men.
- Ulysses' Temple - In maintenance and storage, in a footlocker in the room with three eyebot charging stations. The door is opened with the nearby terminal.
- Ulysses' Temple - In the main chamber, in a footlocker next to some small stairs leading to a lot of useless consoles.
Notes[]
- The weapon is marked as "Player Only," meaning it cannot be equipped by non-player characters.
- Like other automatic close combat weapons with a critical multiplier, the weapon checks for critical hits per damage tick, not just once per second. This results in a Critical Hit-focused character doing extreme amounts of damage. Testing with no critical damage bonuses and 100% crit chance revealed the DPS being nine times the amount one could expect with 0% critical chance.
- The industrial hand's V.A.T.S. attack animation is unusual, due to the automatic nature of the weapon type. The attack is initiated but the automatic damage is not applied, nor does the target act as if harmed, until the end of the attack when the damage is finally applied as well as inflicting a slight knockback effect.
- The weapon's high durability at 1,600 HP is balanced against the fact that automatic weapons degrade much faster than regular weapons.
- Even though it does comparatively less damage per strike, with all DPS-related perks taken, the industrial hand will outclass the unique displacer glove Pushy.
- The industrial hand has a unique animation when equipped, much like that of the power fist, where instead of steam/air ejecting from the ports, dirt or dust is shown blowing out of what seems to be exhaust chambers.
- Due to its fully automatic nature, it is impossible to perform a Legion Assault, Khan Trick or a Ranger Takedown with this weapon.
- Though it is considered a variant of the power fist, it cannot be used for the challenge Vault 13's Revenge.
- The weapon pairs well with the weapon binding ritual , allowing each hit to be boosted by 10, which is also unaffected by DT and DR.
- The weapon, like all other automatic unarmed/melee weapons, has only its "start-up attack" animation sped up by attack speed bonuses, while damage dealing and DPS is completely unaffected.
- Due to an engine bug the Ignore DT/DR effect does not apply correctly and because of this, Piercing Strike gives a marked improvement in DPS.
- The weapon cannot be bought at commissary terminals nor is it used by any of the marked men, making the available number of units finite.
Bugs[]
- Selecting V.A.T.S. special moves (i.e. cross, uppercut) will cause the player to stand in place and continuously punch during the sequence, without contacting the target enemy. Possibly fixed by repeatedly trying to access the Pip-Boy.[verified]
- This weapon's sound will fail to play if the attack button is held and released continuously.[verified]
Sounds[]
Gallery[]
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