====== KO damage ====== [{{ knocked_out_guard.png|A knocked-out [[:guards:Security Guard]].}}] [{{ pinned_guard.png|[[:agents:Nika]] pinning a knocked-out guard.}}] Humans including [[:guards:]] and [[:agents:]] can be **knocked out**, usually when they are [[:attack|attacked]] with non-lethal [[:weapons:]]. While knocked out, the unit is inactive; they cannot move, attack, or use items or most other abilities, and they have no [[:vision]] or [[:noise|hearing]]. Knocked-out units also do not block or impede other units' movement; it is possible to walk over them with no penalty. Guards, agents, or a rescued [[:Courier]] or [[:Prisoner]] become knocked out whenever **KO damage** is dealt to them. KO damage is dealt by non-lethal [[:weapons:]], [[:items:Flash Grenades]], [[:items:Flash Packs]] and [[:items:Shock Traps]], the augment [[:augments:HoloCircuit Overloaders]], and when guards [[:guard behaviour#breaching doors|breach doors]]. Agents also become knocked out after using an [[:mainframe devices:Augment Grafter]] or [[:mainframe devices:Augment Drill]] to install an additional augment socket. Being knocked out is a temporary status. Knocked-out units eventually wake up unless they are kept [[:pinning|pinned]]; additionally, a knocked-out agent can be woken up using a [[:items:Med Gel]] or a [[:items:Stim]]. Knocked-out units can be distinguished from [[:lethal damage|lethally-wounded]] units by a triangular icon above them showing their [[#KO timer]], a "zzz" animation, and the lack of blood. The triangular icon is green when the unit is [[:pinning|pinned]], otherwise it is red. All [[:drones]] are "KO immune", meaning they cannot be knocked out. However, they can be [[:rebooting|rebooted]] for various reasons, which has similar effects to being knocked out. A knocket-out guard cannot be woken by another guard. ===== KO timer ===== While a unit is knocked out, this is indicated by a red or green triangular icon containing a number --- the number is the unit's **KO timer**. The KO timer is initially equal to the amount of KO damage dealt to the unit, unless the unit is a guard with [[#KO resistance]]. At the start of each player turn, every knocked-out unit's KO timer is reduced by 1, unless the unit is [[:pinning|pinned]]. When a unit's KO timer reaches 0, they wake up and become active again; when a guard wakes up after being knocked out, he also becomes [[:guard behaviour#alerted]] (or if he is a [[:civilian]], he [[:guard behaviour#panicking|panics]] instead). A guard will be facing a direction he was dragged onto a tile he woke up. This means that if a guard was knocked-out by a melee attack and left alone, he will wake up facing a direction he was attacked from. If no one dragged the guard after he becomed knocked-out (for example, by using a ranged attack or Shock trap), he will be facing the same direction he was facing before being knocked-out. Grabbing and dropping a guard without moving do not change a direction he will be facing after awakening. A guard's KO timer can be increased using a [[:items:Paralyzer]], or by attacking him again with a weapon which deals KO damage. However, when a knocked-out guard is attacked, their KO timer is reset to the KO damage done by the new attack; it is not added to their existing timer. KO timers can also be reduced by the daemon [[:daemons:Jolt]]. ===== KO resistance ===== [[:Guards:]] can have **KO resistance**, meaning they resist a certain amount of KO damage. [[:guards:Heavy Security]] guards always have KO resistance, and other guards have KO resistance while the daemon [[:daemons:Watchdog]] is active. When KO damage is dealt to a guard with KO resistance, their KO resistance value is subtracted from the KO damage to determine the guard's initial [[#KO timer]], down to a minimum of 1. If the guard's KO resistance is equal to or greater than the KO damage, the guard is still knocked out, and his KO timer will be 1.