> //P.B. gives full control of the somatic muscles and sensorium to an advanced combat AI. The host consciousness is kept distracted with a combination of soothing nature scenes and chamber music.//
> //P.B. gives full control of the somatic muscles and sensorium to an advanced combat AI. The host consciousness is kept distracted with a combination of soothing nature scenes and chamber music.//
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This generally available augment grants +6 [[:AP]] whenever the agent makes a melee [[:attack]]. Like with [[:items:stim|stims]], if this takes an agent to their full [[:AP]] or higher they can [[:movement#sprinting|sprint]] even if they were prevented from doing so, say by being [[:encumbered]].
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**Predictive Brawling** is an [[:augments:|augment]] which gives the agent +6\ [[:AP]] each time they make a melee [[:attack#melee attacks|melee attack]]. It is not possible to install multiple instances of Predictive Brawling on the same agent.
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Predictive Brawling is available from some [[:mainframe devices:Nanofabricators]] for 300 [[:credits]], or from some [[:mainframe devices:Augment Grafters]].
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When an agent with Predictive Brawling [[:attack#ambush|ambushes]] a guard during the enemy turn, the bonus is applied at the start of the next player turn. Predictive Brawling's bonus also applies when making a melee attack against a guard who is already [[:KO|knocked out]].
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===== Strategy =====
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Predictive Brawling is considered to be a very good augment. Extra [[:AP]] is valuable, and Predictive Brawling's +6\ AP is as much as a [[:items:Stim#Stim II]] except it can be triggered more frequently.
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Predictive Brawling goes particularly well on [[:agents:Nika]], who has two attacks per turn and a [[:weapons:Volt Disruptor#Nika's Volt Disruptor|Volt Disruptor]] with no cooldown. Predictive Brawling combined with Nika's [[Adrenal Regulator]] augment gives her +9\ AP per melee attack.
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Even with Predictive Brawling installed, it is still usually best to evade or distract guards, rather than knock them out, because knocked-out guards wake up [[:guard behaviour#alerted]]. Attacking guards who are already knocked out can be a useful way to gain AP without having to [[:pinning|pin]] more guards or let them wake up. However, be aware that [[:weapons:Neural Disruptors]] and [[:weapons:Thermal Disruptors]] are more useful when they are not on cooldown.
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Predictive Brawling is a little less valuable in [[:modes:Expert Plus]] mode, where guards' [[:heart monitors]] add an extra pentalty for knocking them out.
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augments/predictive_brawling.1591642937.txt.gz · Last modified: by andrew