Kinetic Shock Absorbers: Difference between revisions
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*YOUR PERSONAL NOTES AND HINTS SHOULD GO IN THE Kinetic Shock Absorbers PAGE DO NOT EDIT HERE* | *YOUR PERSONAL NOTES AND HINTS SHOULD GO IN THE Kinetic Shock Absorbers/doc PAGE DO NOT EDIT HERE* | ||
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Latest revision as of 09:02, 14 May 2019
: Kinetic Shock Absorbers Hitchhiker's Guide: | |
As a CBM item | |
---|---|
Materials | steel / plastic |
Volume | 10 |
Weight | 2.041 kg |
As a Bionic | |
Name | Kinetic Shock Absorbers |
Bionic ID | bio_shock_absorber |
Difficulty | 4 |
Toggled | true |
Other | |
Price | $ 100 |
As a Melee Weapon | |
Bash Dmg | 8 |
Cut Dmg | 0 |
To Hit | 0 |
CBMs are installed by interacting with autodoc or non-player character with high medical skills. Installation has a low 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 1.
- left arm 1.
- right arm 1.
- left leg 1.
- right leg 1.
- This bionic can be turned on, which might have an power cost.
- Encumbers each part (except eyes) by 3 while active.
- Prevents damage from falls, such as down ledges and pits, while active.
- Greatly reduces and usually nullifies damage from impacts, like being thrown by a hulk, while active.
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