Electroshock Unit

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: Electroshock Unit

Hitchhiker's Guide:
Stable (0.F-3) - [ Electroshock Unit CBM ]
Experimental - [ Electroshock Unit CBM ]

As a CBM item
Materials steel / plastic
Volume 10
Weight 2.041 kg
As a Bionic
Name Electroshock Unit
Bionic ID bio_shock
Difficulty 5
Toggled true
Other
Price $ 5,500
As a Melee Weapon
Bash Dmg 8
Cut Dmg 0
To Hit 0
 While fighting unarmed, or with a weapon that conducts electricity, there is a chance that a successful hit will shock your opponent, inflicting extra damage and disabling them temporarily at the cost of some energy. 
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 medium chance of genetic damage, blood loss, or damage to existing bionics based on intelligence, electronics, first aid, mechanics, and the MD profession.

This is a passive CBM, 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):
    • torso 8.
    • left arm 3.
    • right arm 3.
    • left hand 1.
    • right hand 1.
  • This bionic can be turned on, which might have an power cost.
  • Works with 30% chance on any non-electric enemy and consumes power only on successful shocking. Monster will suffer additional 2-15 damage and become paralyzed on 360-900 movement points. NPC will only suffer 2-5 additional damage, but will be paralyzed on 600-1500 movement points.
  • "Weapon that conducts electricity" should as of 0.C (Cooper) correctly apply to any metallic melee weapon.
( Edit Notes )