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rebooting [2020/07/02 04:00] – turtlingherd | rebooting [2023/02/03 20:38] (current) – "If a device infected with [[:programs:Parasite]] is rebooted by [[:items:EMP Packs]], Parasite program remains active and it is still breaking device's firewalls during rebooting." miteusz |
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====== Rebooting ====== | ====== Rebooting ====== |
| [{{ rebooting.png|An [[:guards:Akuma 2.0]] and a [[:mainframe_devices:Corporate Safe]] that are rebooting, as shown in [[:incognita#Incognita View]]. Note that rebooting drones are animated with Z's, just like [[:KO|KOed]] guards.}}] |
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[[:Mainframe devices:]] can be **rebooted** for various reasons. While a device is rebooting, it is temporarily disabled, and a "reboot timer" is visible in the [[:Incognita#Incognita view]] showing the number of turns until the device finishes rebooting. | [[:Mainframe devices:]] can be **rebooted** for various reasons. While a device is rebooting, it is temporarily disabled, and a "reboot timer" is visible in the [[:Incognita#Incognita view]] showing the number of turns until the device finishes rebooting. |
===== Reboot timer ===== | ===== Reboot timer ===== |
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When a device is rebooting, it will start out with a reboot timer indicated by a yellow triangle that appears over it in [[:Incognita#Incognita view]] with a number on it. This number decrements at the beginning of the [[:corporation]]'s turn (with the exception of [[:guards#drones]] and guards with [[:firewalls]], whose reboot timer decrements at the beginning of the agency's turn). Once it hits 0, the device will become active again. Note that [[:items:EMP Packs]] detonate after devices have their reboot timers lowered at the beginning of the [[:corporation]]'s turn, so their counter will not immediately decrement after being hit by the EMP blast. (It also means that devices such as [[:mainframe_devices:Security Cameras]] and [[:mainframe_devices:Emitters]] with a reboot timer of 1 will briefly turn on before getting hit by the [[:items:EMP Pack]]). | The reboot timer decrements at the beginning of the [[:corporation]]'s turn (with the exception of [[:guards#drones]] and guards with [[:firewalls]], whose reboot timer decrements at the beginning of the agency's turn). Once it hits 0, the device will become active again. |
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Drones can be [[:pinning|pinned]]; if so, their reboot timer does not decrement at the beginning of the agency turn - like a [[:KO|KOed]] guard. Drones can also have their reboot timers lowered by [[:daemons:Jolt]]. | Drones can be [[:pinning|pinned]]; if so, their reboot timer does not decrement at the beginning of the agency turn - like a [[:KO|KOed]] guard. Drones can also have their reboot timers lowered by [[:daemons:Jolt]]. |
| [[:items:EMP Packs#EMP Pack IV]] | 3 | | | [[:items:EMP Packs#EMP Pack IV]] | 3 | |
| Upon being [[#recaptured]] | 1 | | | Upon being [[#recaptured]] | 1 | |
| [[:mainframe_devices:emitters#Infrared Panel]] walked through | 1 | | |
| [[:guards#Drones]] after being hacked | 2* | | | [[:guards#Drones]] after being hacked | 2* | |
| | Being hit by a [[:items:Shock Trap]] (Drones only) | 2 | |
| [[:programs:Fool]] | 1 | | | [[:programs:Fool]] | 1 | |
| [[:mainframe_devices:emitters#Laser Panel]] activated by agency to kill guard(s) | 6 | | | [[:mainframe_devices:emitters#Infrared Panel]] walked through | 1 | |
| | [[:mainframe_devices:emitters#Laser Panel]] after killing | 6 | |
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| * Note that [[:guards#drones]] cease to be controlled at the beginning of the agency turn, and before drones have their reboot timer lowered at the beginning of the agency turn. This means that unless the [[:guards#drone]] is immediately [[:pinning|pinned]] because it was on the same tile as an [[:agent]] or [[:guard]] when it ceased to be controlled, its reboot timer will be 1 when it can first be observed. |
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| Note that [[:items:EMP Packs]] detonate after devices have their reboot timers lowered at the beginning of the [[:corporation]]'s turn, so their counter will not immediately decrement after being hit by the EMP blast. (It also means that devices such as [[:mainframe_devices:Security Cameras]] and [[:mainframe_devices:Emitters]] with a reboot timer of 1 will briefly turn on before getting hit by the [[:items:EMP Pack]]). |
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* Note that [[:guards#drones]] cease to be controlled at the beginning of the agency turn, and before drones have their reboot timer lowered at the beginning of the agency turn. This means that unless the [[:guards#drone]] is immediately [[:pinning|pinned]] because it was on the same tile as an [[:agent]] or [[:guard]] when it ceases to be controlled, its reboot timer will be 1 when it can first be observed. | If a device infected with [[:programs:Parasite]] is rebooted by [[:items:EMP Packs]], Parasite program remains active and it is still breaking device's firewalls during rebooting. |
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===== Recapturing ===== | ===== Recapturing ===== |
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Certain scripted events, the [[:daemons:Echo]] daemon, the [[:daemons:Failsafe]] daemon, and [[:guards]] with the [[:guards:Modded#Hacker]] ability can cause agency-[[:firewalls|hacked]] devices to be recaptured. When this happens, they are returned to the control of the [[:corporation]] and gain 1 [[:firewall]]. They will always reboot for 1 turn when this happens. Certain [[:Mainframe Devices]] cannot be recaptured. | Certain scripted events, the [[:daemons:Echo]] daemon, the [[:daemons:Failsafe]] daemon, and [[:guards]] with the [[:guards:Modded#Hacker]] ability can cause agency-[[:firewalls|hacked]] devices to be recaptured. When this happens, they are returned to the control of the [[:corporation]] and gain 1 [[:firewall]]. They will always reboot for 1 turn when this happens. Some [[:Mainframe Devices]] cannot be recaptured. |
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{{tag>incomplete}} | {{tag>incomplete}} |