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ko [2020/06/22 16:41] – [KO damage] andrew | ko [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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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. |
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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 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. |
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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]]. |
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. |
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| 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). |
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| 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. |
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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]]. |