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guards:modded_mki [2020/06/16 01:43] – [Modded MkII] andrew | guards:modded_mki [2020/06/16 01:45] (current) – andrew |
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====== Modded MkI ====== | ~~REDIRECT>modded~~ |
[{{ :guards:portrait:modded_mki.png?168|Modded MkI portrait}}] | |
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**Modded MkI** guards are [[:guards:#armed guards]] who occur in [[:corporations:Plastech]] facilities, at [[:mission difficulty#mission difficulty 2]] and higher. While active, they [[:rebooting#recapturing|recapture]] nearby hacked [[:mainframe devices:]]; when [[:KO|knocked out]], they inhabit the mainframe by installing a [[:daemon]] on an unhacked device. | |
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^ Movement | 8 [[:AP]] | | |
^ [[:Armor]] | --- | | |
^ [[:Vision]] | 8 tiles, 45° arc \\ 10 tiles, 90° arc peripheral | | |
^ Other traits | [[:Heart monitor]] \\ [[#Hacker]] (6 tile radius) \\ [[#Cyber Consciousness]] | | |
^ Loot when [[:stealing]] | 80 [[:credits]] \\ [[:items:Charge Pack]] (5%) \\ [[:items:Med Gel]] (5%) | | |
^ Loot when [[:stealing#expert stealing]] | [[:items:Charge Pack]] (12.5%) \\ [[:items:Med Gel]] (7.5%) \\ [[:weapons:Neural Disruptor]] (2.5%) \\ [[:items:Stim|Stim I]] (2.5%) | | |
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===== Modded MkII ===== | |
[{{ :guards:portrait:modded_mkii.png?168|Modded MkII portrait}}] | |
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**Modded MkII** guards are an upgraded type of Modded guard. They are the same as Modded MkI guards, except they have [[:armor]], and they [[:rebooting#recapturing|recapture]] devices in a radius of 8 tiles instead of 6. | |
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Modded MkII guards are found in the [[:Contingency Plan]] DLC. | |
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^ Movement | 8 [[:AP]] | | |
^ [[:Armor]] | 1 | | |
^ [[:Vision]] | 8 tiles, 45° arc \\ 10 tiles, 90° arc peripheral | | |
^ Other traits | [[:Heart monitor]] \\ [[#Hacker]] (8 tile radius) \\ [[#Cyber Consciousness]] | | |
^ Loot when [[:stealing]] | 80 [[:credits]] \\ [[:items:Charge Pack]] (5%) \\ [[:items:Med Gel]] (5%) | | |
^ Loot when [[:stealing#expert stealing]] | [[:items:Charge Pack]] (12.5%) \\ [[:items:Med Gel]] (7.5%) \\ [[:weapons:Neural Disruptor]] (2.5%) \\ [[:items:Stim|Stim I]] (2.5%) | | |
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===== Hacker ===== | |
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While a Modded guard is active, at the start of each enemy turn he [[:rebooting#recapturing|recaptures]] a random hacked [[:mainframe device]] within a radius of 6 or 8 tiles, measured by [[wp>Euclidean distance]] from the Modded guard's location. When a device is recaptured, it [[:rebooting|reboots]] for 1 turn, and becomes active at the start of the next enemy turn, with 1 [[:firewall]]. | |
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Some devices --- [[:mainframe devices:Augment Grafters]], [[:mainframe devices:Augment Drills]], all [[:drones]], and [[:guards:OMNI Protectors]] --- are specifically exempt from being recaptured. If multiple devices are valid targets within range at the start of an enemy turn, a random one is recaptured; if there are no valid targets within range, then the Hacker ability has no effect on that turn. | |
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===== Cyber Consciousness ===== | |
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When a Modded guard is [[:KO|knocked out]], he inhabits the mainframe by installing a random [[:daemon]] on a random [[:mainframe device]]. When that device is hacked, the daemon's effect is triggered, and then the Cyber Consciousness ability installs another random daemon on a different device. | |
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The Cyber Consciousness ability cannot install a daemon on a device which is currently controlled by the agency, or a device which already has a daemon installed; however, it can target a device which is [[:rebooting]], an [[:mainframe devices:Security Camera#inactive cameras|inactive Security Camera]], or a [[:mainframe devices:Corporate Safe]] or other device that has been looted without being hacked. If there are no valid targets when a Modded guard is knocked out, then his Cyber Consciousness ability has no effect, even if a device becomes a valid target while he remains knocked out. | |
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If the program [[:programs:Hunter]] is used to remove a Cyber Consciousness daemon, then it also deals [[:lethal damage]] to the Modded guard. | |