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ko [2020/06/22 16:42] – [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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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]]. |