Combat

From Cyber Knights: Flashpoint Wiki

This page contains a reference to a number of combat mechanics pages of particular importance. It may also contain work-in-progress sections that we have not yet found a dedicated home for, but would be loathe to lose in the interim.

Weapons[edit | edit source]

See Weapons.

Armor[edit | edit source]

See Armor.

Hit Points[edit | edit source]

See Injury, Bleeding, and Recovery

Hit Point Bar[edit | edit source]

The hit point bar is a graphical representation of the amount of hit points of a character relative to their maximum hit points. The bar is generally shown as a bar over the head of a character, with green indicating what percentage of their hit points remain.

Cover[edit | edit source]

See Cover.

Targeting Reticule[edit | edit source]

Red octagal target sight surrounding a targeted enemy, with HUD combat data
Targeting Reticule for an automatic weapon

Combat can be prepared by either clicking on an enemy in range or by clicking the Attack Button at the bottom of the HUD. Either action will open a Targeting Reticule around the target. The TAB button will cycle through available targets--those within range and in line-of-sight of the attacking character. The Targeting Reticule displays useful combat data on the HUD.

In the top of the reticule is the name of the enemy, along with their class and level. Below that is a Damage Estimate Bar. On the left side, the hit probability is displayed in numerical and graphical form. Below the graphic is the probability of a Critical Hit and the enemy's Armor Soak. On the right side is a graphical display of the Action Points that would be used if this attack is confirmed. Below the Action Points is the current Recoil of the attacker, and the amount that would be added to Recoil if the attack is confirmed. If the attacker has an automatic weapon selected, there will be two icons above the Action Points indicating the weapon modes of the weapon. The current mode will be yellow, the other will be cyan. The C button will toggle between weapon modes.

Overwatch[edit | edit source]

Overwatch is a feature available to both players (from certain classes) and enemies. Overwatch defines an area where most actions taken by an opponent will trigger the user to fire at the opponent, interrupting their actions on a hit. Actions which trigger overwatch include:

  • Moving
  • Firing a weapon
  • Throwing an object of any type

One exception to the movement rule is that the Cyber sword talent Slashslide does not trigger it.

Users must have line of sight and line of effect to execute the attack.

Enemies who are actively using overwatch have their vision cone remain visible, even when the player is not hovering their cursor over them.

When a player uses overwatch it ends their turn and they remain in overwatch until their initiative comes up in the next round. Activating overwatch gives you one entire Initiative pass to use your OW shots. your Initiative next turn is set to the initiative when you activated the talent - 2

For example: if you activate Overwatch near the start of the Turn (21 Init) it lasts through the turn and you get to go at 19 next turn. Conversely, if you activate Overwatch near the end of the turn (delayed to 6 init), it lasts through the end of turn and most of next turn, until 4 Init.

OW fast, go fast next turn, cover entire turn. delay to use OW late, you go late next turn.

It is possible for both players and enemies to make multiple overwatch attacks from one use of the overwatch skill. Each use grants 1 free attack + a number of attacks based on the remaining AP when they activate the talent which grants them overwatch.

Each triggering action draws one attack. If the target repeats a trigger (tries to move or attack again) and you have reaction shots left, you take them.

If the character using overwatch is hit by an attack, the overwatch is cancelled.

Enemies[edit | edit source]

T-REX enemies on the rooftop are Tactical Response - Extreme. It is one level above SWAT.