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ko [2020/06/22 00:29] turtlingherdko [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]].}}]
 +[{{ pinned_guard.png|[[:agents:Nika]] pinning a knocked-out guard.}}]
  
-KO damage can be applied to [[:agents]], rescued [[:couriers]] or [[:prisoners]], or [[:guards]]. The victim of any amount of KO damage will fall to the ground and be unable to see, move, or act in any way. The victim will have z's coming out of their body, and it is possible for other [[:agents]] or [[:guards]] to move on the victim's square.+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 unitsmovement; it is possible to walk over them with no penalty.
  
-There will be triangle above the victim's head with a number that represents how long it will take the victim to wake upThis number will initially be equal to the amount of KO damage that the victim received, and will decrement by 1 at the beginning of the agency turn unless the victim is [[#pinning|pinned]]. Once it falls to 0, the victim wakes up and can move, act, and see again.+Guards, agents, or 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.
  
-The KO time of [[:guards]] can be increased by applying doses of [[:items:paralyzers]] to them. If a [[:guard]] receives KO damage while already KOed, their KO timer is set to the KO damage of the new source; it does not stack additively.+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]].
  
-The daemon [[:daemons:Jolt]] removes 1 KO damage immediately from all non-[[#pinning|pinned]] [[:guards]], and all KO damage is removed from non-[[#pinning|pinned]] [[:agents]] if a [[:items:stims|stim]] of any level is applied to them.+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.
  
-===== KO resistance =====+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.
  
-[[:Guards]] can have KO resistance, either innately or from the [[:daemons:Watchdog]] daemonIf they do, they reduce all incoming KO damage by their amount of KO resistance, to a minimum of 1.+A knocket-out guard cannot be woken by another guard. 
 +===== KO timer =====
  
-===== Pinning =====+While a unit is knocked out, this is indicated by a red or green triangular icon containing a number --- the number is the unit's **KO timer**. The KO timer is initially equal to the amount of KO damage dealt to the unit, unless the unit is a guard with [[#KO resistance]].
  
-If an [[:agent]] or [[:guard]] stands on the same square as KO victimthe KO victim is pinned. If a KO victim is pinnedthey will not recover KO damage in any way for as long as they are pinnedAn agent pinning a guard, or a guard pinning an agent has special animationbut 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.+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 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 alonehe 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 ranged attack or Shock trap)he will be facing the same direction he was facing before being knocked-outGrabbing and dropping a guard without moving do not change direction he will be facing after awakening. 
 + 
 +guard's KO timer can be increased using [[:items:Paralyzer]], or by attacking him again with weapon which deals KO damage. However, when knocked-out guard is attackedtheir KO timer is reset to the KO damage done by the new attack; it is not added to their existing timerKO timers can also be reduced by the daemon [[:daemons:Jolt]]. 
 + 
 +===== KO resistance =====
  
-An agent that is pinning cannot attack with [[:weapons#melee weapons]].+[[:Guards:]] can have **KO resistance**, meaning they resist a certain amount of KO damage. [[:guards:Heavy Security]] guards always have KO resistance, and other guards have KO resistance while the daemon [[:daemons:Watchdog]] is active.
  
-Note that if a KO victim is [[:dragging|dragged]] by an agent, they are also pinned. While it is not possible to drop dragged body on top of another downed bodyit 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 [[:weapons#ranged weapons]] are used to KO somebody while they are pinning somebody elseand in that case all the KOed bodies can be pinned by a single other person.+When KO damage is dealt to a guard with KO resistancetheir 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.
  
-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.1592785773.txt.gz · Last modified: 2020/06/22 00:29 by turtlingherd