Close Quarters Battle

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: Close Quarters Battle

Hitchhiker's Guide:
Stable (0.F-3) - [ Close Quarters Battle CBM ]
Experimental - [ Close Quarters Battle CBM ]

As a CBM item
Materials steel / plastic
Volume 10
Weight 2.041 kg
As a Bionic
Name Close Quarters Battle
Bionic ID bio_cqb
Difficulty 8
Toggled true
Act Cost 1
React Cost 1
Time 1
Other
Price $ 2,200
As a Melee Weapon
Bash Dmg 8
Cut Dmg 0
To Hit 0
 Bionic processors and databanks, loaded with martial arts combat programs, are integrated into your nervous system. Whilst active, the CQB module will improve your hand to hand combat skills. 
This item is a Compact Bionics Module.

CBMs are installed by interacting with autodoc or non-player character with high medical skills. Installation has a high chance of genetic damage, blood loss, or damage to existing bionics based on intelligence, electronics, first aid, mechanics, and the MD profession.

This is an activated CBM, it costs 1 bionic power to activate, costs 1 every 1 turn(s) while active, can be toggled on and off, and can be viewed on the bionics menu (p). More details on bionics' JSON flags can be found here. Some bionics can also be disassembled (() to obtain burnt out bionics if you have a soldering iron (20) OR Integrated Toolset (20), 1 tool with screw driving quality of 1, and the electronics (7) and first aid (5) skill required.

(View - Edit Notes )Notes

  • Uses the following bionic slot(s):
    • head 4.
  • This bionic can be turned on, which might have an power cost.
  • This bionic can react automatically, which costs 1 power units.
  • This bionic has an over time effect.
  • While active, you'll have access to most martial arts styles including Bionic Combatives which isn't available otherwise.
  • Sets all melee skills aside from dodging to 5(even if they were higher)
  • Each time you hit an enemy you have a chance of permanently learning the style you are using. The Enhanced Memory Banks CBM can help with this; see Learning Styles for more information.
( Edit Notes )