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ko [2020/06/22 15:44] – [KO damage] andrewko [2023/02/26 21:49] (current) – [KO timer] ,,Grabbing and dropping a guard without moving do not change a direction he will be facing after awakening.'' miteusz
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 ====== KO damage ====== ====== KO damage ======
 [{{ knocked_out_guard.png|A knocked-out [[:guards:Security Guard]].}}] [{{ knocked_out_guard.png|A knocked-out [[:guards:Security Guard]].}}]
-[{{ pinned_guard.png|[[:agents:Nika]] pinning a 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. 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]] and [[:items:Flash Packs]], the augment [[:augments:HoloCircuit Overloaders]], and when guards [[:guard behaviour#breaching doors|breach doors]]. Agents can also become knocked out for 2 turns after using an [[:mainframe devices:Augment Grafter]] or [[:mainframe devices:Augment Drill]] to install an additional augment socket.+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]]. 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, a "zzz" animation, and the lack of blood. The triangular icon is green when the unit is [[:pinning|pinned]], otherwise it is red.+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. 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 ===== ===== KO timer =====
  
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 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). 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]]. 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]].
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 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. 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.
  
-===== KO resistance ===== 
- 
-[[:Guards]] can have KO resistance, either innately or from the [[:daemons:Watchdog]] daemon. If they do, they reduce all incoming KO damage by their amount of KO resistance, to a minimum of 1. 
- 
-===== Pinning ===== 
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-If an [[:agent]] or [[:guard]] stands on the same square as a KO victim, the KO victim is pinned. If a KO victim is pinned, they will not recover KO damage in any way for as long as they are pinned. An agent pinning a guard, or a guard pinning an agent has a special animation, but even if an agent stands on the same square as an agent or a guard on the same square as a guard, the victim is still pinned nonetheless. 
- 
-An agent that is pinning cannot attack with [[:weapons#melee weapons]]. 
- 
-Note that if a KO victim is [[:dragging|dragged]] by an agent, they are also pinned. While it is not possible to drop a dragged body on top of another downed body, it is possible to pin two bodies at the same time by dragging one onto another. It is also possible to have multiple KOed bodies on the same tile if something other than [[:weapons#melee weapons]] are used to KO somebody while they are pinning somebody else, and in that case all the KOed bodies can be pinned by a single other person. 
- 
-Guards will pin KOed [[:agents]] that they see indefinitely until they are distracted by something else. If all of your agents on the mission are either being pinned or have been [[:lethal damage|incapacitated]], the mission will end, with all non-escaped [[:agents]] counted as MIA. 
  
-{{tag>incomplete}} 
ko.1592840650.txt.gz · Last modified: 2020/06/22 15:44 by andrew