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augments:predictive_brawling [2020/06/08 19:02] andrewaugments:predictive_brawling [2020/06/22 17:25] (current) turtlingherd
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 > //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.//
  
-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 sosay by being [[:encumbered]].+**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. 
 + 
 +Predictive Brawling is available from some [[:mainframe devices:Nanofabricators]] for 300 [[:credits]], or from some [[:mainframe devices:Augment Grafters]]. 
 + 
 +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]]. 
 + 
 +===== Strategy ===== 
 + 
 +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. 
 + 
 +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. 
 + 
 +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. 
 + 
 +Predictive Brawling is a little less valuable in [[:modes:Expert Plus]] modewhere guards' [[:heart monitors]] add an extra pentalty for knocking them out.
  
-{{tag>incomplete}} 
augments/predictive_brawling.1591642937.txt.gz · Last modified: 2020/06/08 19:02 by andrew