Techniques

From The Cataclysm: Dark Days Ahead Wiki
Jump to navigation Jump to search
This page is not complete enough; please help if you can.

Techniques may be used by tools, armors, weapons and anything else that can be wielded.

Offensive Techniques

All of the available crit-only techniques are checked first, if you have any that are available, the other techniques are skipped. After all (or just the crit-only) techniques are checked, a blank entry is added, and one of them is randomly chosen. For example, if you crit and can do Precise and Brutal attacks, you have a 1/3 chance of Precise, 1/3 chance of Brutal, and 1/3 chance of none.

Crit-only Offensive Techniques

These techniques can only be activated if that attacker scores a critical hit. If the attacker has a chance of doing any of them, they will not do a normal offensive technique.

Sweep Attack
  • Can only be attempted against opponents that do not fly and are not curently downed.
  • Makes the opponent "downed" for 1-2 turns, and adds falling damage to monsters, or 3 bash damage to characters. It has no effect against characters using Judo.
Precise Strike
  • Can be attempted against any opponent.
  • It stuns monsters for 1-4 turns, or stuns players for 1-2 turns and adds 5-8 pain.
Brutal Strike
  • Can be attempted against opponents that are not downed, and if the attacker passes a check measuring their melee skill + STR against 4 + monster's size, or against 5.5 + 1/4 character's STR.
  • Knocks the enemy back (one tile?), and stuns for one turn.

Other Offensive Techniques

These techniques may be activated if no crit-only techniques are available.

  • Can be attempted against enemies that do not have MF_PLASTIC (such as blobs?), and not from a grab attack.
  • Gives a free unarmed melee attack, with the opponent having a reduced dodge roll; down to 1/2 for characters and 1/3 for monsters. If targeting a character with Grab Break, checks the attacker's (DEX + melee skill) 10 sided dice vs. the defender's (DEX + melee skill) 12 sided dice for success.
Wide Strike
  • The attack will hit all enemies in adjacent tiles
Rapid Strike
  • Can be attempted against any opponent.
  • Reduces the attack time to 1/2 of normal.
  • Reduces cut and bash damage to 2/3 of normal.
THROW
  • Can be attempted against opponents that are not downed, and if the attacker passes a check measuring their melee skill + STR against monster's 4 * monster's size + (0 to 8), or against character's STR + (10 to 18).
  • Knocks the opponent back from a tile adjacent to the attacker (one tile?). If the opponent is not using Judo, it also makes them "downed" for 1-2 turns.
DISARM
  • Can be attempted against characters that are wielding a weapon that is not an unarmed weapon, and if the attacker passes a check of their (unarmed skill + DEX) 8 sided dice vs the defender's roll of (melee skill + DEX) 10 sided dice.
  • It drops the weapon on the ground under the target(?).

Defensive Techniques

These are checked when you are attacked in melee. The main change from the offensive techniques is that they are checked in order, and only the first available technique is used. Normally, only one can be used per turn, as they all count as a "block".

Shield
  • Available if the defender passes a check of (DEX + melee skill) 12 sided dice vs the attacker's (melee skill) 10 sided dice
  • Reduces damage to 0
Parry
  • Available if the defender passes a check of (DEX + melee skill) 6 sided dice vs the attacker's (melee skill) 10 sided dice
  • Reduces damage to 0
Block
  • Available if the defender passes a check of (DEX + melee skill) 3 sided dice vs the attacker's (melee skill) 10 sided dice
  • Reduces damage to 0
disarm
  • Available against characters that are wielding a weapon that is not an unarmed weapon, and if the defender passes a check of their (DEX + unarmed skill) 8 sided dice against the attacker's (DEX + melee skill) 10 sided dice.
  • Drops the attacker's weapon under their feet, and replaces their attack with an unarmed attack.
DEF_THROW
  • Available with a check of the defender's (STR + melee skill) against the monster's (size * 4 + (0 to 8)) or the character's ((5 to 13) if STR <= 5, or (8 to 16) if STR = 6 to 11, or (11 to 19) if STR >= 12), and a second check of the defender's hit roll against the attacker's dodge, with a bonus of (1 to 5), and a third check, of a 2/3 random chance.
  • Reduces damage to 0, knocks the opponent back from a tile adjacent to the attacker (one tile?), and also makes them "downed" for 1-2 turns. Is not countered by the attacker using Judo.
Counterattack
  • Available with a check of the defender's hit roll against the attacker's dodge roll, with a bonus of (1 to 10), and a second check of a 2/3 random chance.
  • Free attack by the defender against the attacker. The attacker still hits normally though.
leg_block
  • Available if the defender has an unbroken leg, and passes a check of their (DEX + melee skill + unarmed skill) 13 sided dice against the attacker's (8 + melee skill) 10 sided dice
  • Makes the attack hit your healthier leg, and reduces bash damage by 50%. Taekwondo can reduce the damage by an additional 70% (for a final damage of 15%).
arm_block
  • Available if the defender has an unbroken arm, and passes a check of their (DEX + melee skill + unarmed skill) 16 sided dice against the attacker's (6 + melee skill) 10 sided dice
  • Makes the attack hit your healthier arm, and reduces bash damage by 50%. Taekwondo and Tai Chi can reduce the damage by an additional 70% (for a final damage of 15%).


Other

These are different, and do not conflict with either offensive or defensive techniques.

Grab Break

breaks from grabs.

Feint
  • Reduces the attack time of misses to between 33% and 100% of normal.