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guards:index [2021/04/15 10:33] – andrew | guards:index [2022/08/03 21:37] (current) – hekateras |
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| {{:guards:icons:elite_barrier_guard.png}}| [[Elite Barrier Guard]] [icon:CP] \\ (Elite Security) | Lvl 2 Elite | X | 8 AP | Has [[:armor]] equal to his [[:firewalls]]. | | | {{:guards:icons:elite_barrier_guard.png}}| [[Elite Barrier Guard]] [icon:CP] \\ (Elite Security) | Lvl 2 Elite | X | 8 AP | Has [[:armor]] equal to his [[:firewalls]]. | |
| {{:guards:icons:captain.png}} | [[Captain]] | --- | --- | 8 AP | Appears in [[:missions:Detention Centers]], some [[:missions:Security Dispatch|Security Dispatches]] and some [[:missions:Vaults]]. | | | {{:guards:icons:captain.png}} | [[Captain]] | --- | --- | 8 AP | Appears in [[:missions:Detention Centers]], some [[:missions:Security Dispatch|Security Dispatches]] and some [[:missions:Vaults]]. | |
| {{:guards:icons:enforcer.png}} | [[Enforcer]] | --- | --- | 8 AP | Arrives at high [[:alarm levels]], when [[:daemons:Validate]] is triggered, and on some scripted events. Throws [[Enforcer#Scan Grenades]] to detect agents in [[:cover]]. Always [[:guard behaviour#alerted]]; respawns if [[:lethal damage|killed]]. | | | {{:guards:icons:captain.png}} | [[Enforcer]] | --- | --- | 8 AP | Arrives at high [[:alarm levels]], when [[:daemons:Validate]] is triggered, and on some scripted events. Throws [[Enforcer#Scan Grenades]] to detect agents in [[:cover]]. Always [[:guard behaviour#alerted]]; respawns if [[:lethal damage|killed]]. | |
| {{:guards:icons:enforcer.png}} | [[Elite Enforcer]] | --- | 1 | 8 AP | Arrives at high [[:alarm levels]], when [[:daemons:Validate]] is triggered, and on some scripted events. Throws [[Enforcer#Scan Grenades]] to detect agents in [[:cover]]. Always [[:guard behaviour#alerted]]; respawns if [[:lethal damage|killed]]. | | | {{:guards:icons:enforcer.png}} | [[Elite Enforcer]] | --- | 1 | 8 AP | Arrives at high [[:alarm levels]], when [[:daemons:Validate]] is triggered, and on some scripted events. Throws [[Enforcer#Scan Grenades]] to detect agents in [[:cover]]. Always [[:guard behaviour#alerted]]; respawns if [[:lethal damage|killed]]. | |
| {{:guards:icons:flack_guard.png}} | [[Flack Guard]] [icon:CP] | Elite | X | 8 AP | Has [[:armor]] equal to the total number of times he has been [[:guard behaviour#alerted]] or [[:KO|knocked out]]. | | | {{:guards:icons:flack_guard.png}} | [[Flack Guard]] [icon:CP] | Elite | X | 8 AP | Has [[:armor]] equal to the total number of times he has been [[:guard behaviour#alerted]] or [[:KO|knocked out]]. | |
Drones are [[:mainframe devices:]], so they have [[:firewalls]] which can be hacked. When a drone is hacked it becomes temporarily controlled by the agency; controlled drones give the player 360° vision from their location, and can be moved by the player. Weaponized drones can be controlled to shoot other guards, or to shoot [[:mainframe devices:Security Cameras]]; [[Akuma Drones]] can also be controlled to destroy [[:doors]]. When the program [[:programs:Leash]] is installed, hacked drones remain controlled for one turn longer. | Drones are [[:mainframe devices:]], so they have [[:firewalls]] which can be hacked. When a drone is hacked it becomes temporarily controlled by the agency; controlled drones give the player 360° vision from their location, and can be moved by the player. Weaponized drones can be controlled to shoot other guards, or to shoot [[:mainframe devices:Security Cameras]]; [[Akuma Drones]] can also be controlled to destroy [[:doors]]. When the program [[:programs:Leash]] is installed, hacked drones remain controlled for one turn longer. |
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Drones [[:rebooting|reboot]] when they return to the enemy's control after being hacked, or can be rebooted by other causes such as [[:items:EMP Packs]] or [[:agents:Dr. Xu]]'s [[:augments:Subdermal Tools]]. A rebooting drone can be [[:KO#pinning|pinned]] to stop its reboot timer from counting down. All drones except [[Pulse Drones]] become [[:guard behaviour#alerted]] after they finish rebooting. [[Camera Drones]] and [[Pulse Drones]] are "EMP vulnerable", meaning they are destroyed by EMP blasts instead of rebooting. | Drones [[:rebooting|reboot]] when they return to the enemy's control after being hacked, or can be rebooted by [[:EMP]] damage. A rebooting drone can be [[:KO#pinning|pinned]] to stop its reboot timer from counting down. All drones except [[Pulse Drones]] become [[:guard behaviour#alerted]] after they finish rebooting. [[Camera Drones]] and [[Pulse Drones]] are "EMP vulnerable", meaning they are destroyed by EMP damage instead of rebooting. |
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Drones cannot be [[:KO|knocked out]], but can be destroyed using [[:lethal damage|lethal]] weapons. | Drones cannot be [[:KO|knocked out]], but can be destroyed using [[:lethal damage|lethal]] weapons. |