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Changed line(s) 65 (click to see context) from:
* NoSell: [[spoiler: Most bosses are immune to stun effects from batons. Zuev can even reverse your attempt by holding up the offending cop with his rifle, disabling them for two turns. However, they are no less resistant to other sources of stun. A taser will do it in for them, and a flashbang blinds normally.]]
to:
* NoSell: [[spoiler: Most bosses are immune to stun effects from batons. Zuev can even reverse your attempt by holding up the offending cop with his rifle, disabling them for two turns. However, they are no less not resistant to other sources of stun. A taser will do it in for them, and a flashbang blinds normally.]]
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** The perk that allows your cop to ignore action restrictions from getting an arm or a leg wound is called [[Film/MontyPythonAndTheHolyGrail "Black Knight"]].
to:
** The perk that allows your cop to ignore action restrictions from getting an arm arm, torso or a leg wound is called [[Film/MontyPythonAndTheHolyGrail "Black Knight"]].
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* TakeYourTime: Averted. Just because some missions do not have an explicit timer does not mean things won't change for the worse if you dawdle. [[spoiler: For example, the Ginzberg estate will recieve backup security after 40 turns. Same goes for DDM Supermarket unless you disable the alarm before that. The Colors of Life Commune will also add a dozen cultists or so after approximately 35 turns.]]
to:
* TakeYourTime: Averted. Just because some missions do not have an explicit timer does not mean things won't change for the worse if you dawdle. [[spoiler: For example, the Ginzberg estate will recieve receive backup security after 40 turns. Same goes for DDM Supermarket unless you disable the alarm before that. The Colors of Life Commune will also add a dozen cultists or so after approximately 35 turns.]]
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* StaticStunGun: The tazer will non-lethally disable a target for four turns, making them an easier target. It takes eight turns to recharge.
to:
* StaticStunGun: The tazer will non-lethally disable a target for taser's stun effect lasts four turns, making them an easier target. It turns on whoever that's unlucky enough to be hit. Unlike its predecessor, it costs no ammo but takes eight turns to recharge. recharge.
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Added DiffLines:
* RebelliousSpirit: Rebel Yell ability, makes Rebel Cops get an extra move when used, going against the rules of having only two moves per character.
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* CardboardPrison. Inverted. All those mob goons you arrest in droves during missions, where do you think they're going, to the official prison? No, since prisons and courts are in Zuev's pocket they get placed in temporary custody at a farm belonging to some helpful guy, who manages to keep all those hundreds of arrested in his farm's barns and cow sheds with nobody escaping, and seemingly all by himself too. It is never explained how he manages to pull that off.
to:
* CardboardPrison. Inverted. All those mob goons you arrest in droves during missions, where do you think they're going, to the official prison? No, since prisons With law and courts are order now in Zuev's pocket they get placed in temporary custody at a farm belonging to some helpful guy, who manages to keep all those hundreds of pockets, the rebel cops incarcerate arrested suspects in his farm's barns and cow sheds Crazy Steve's barn. Somehow, this old man keep an overwhelming number of captives in check with nobody escaping, and seemingly all by himself too. It is never explained how he manages to pull that off.his oak-bark porridge.
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* CounterAttack: One of the perks allows an officer who has been fired on to return fire, provided the officer wasn't wounded.
to:
* CounterAttack: One of the perks A perk allows an officer who has been fired on to return fire, provided fire with their currently equipped weapon during the officer wasn't wounded. opponent's turn, but only if they are not killed or wounded by the first attack hitting them.
Changed line(s) 65 (click to see context) from:
* NoSell: [[spoiler: Zuev will deny your first attempt at stunning him, and will even reverse your attempt by holding up the offending cop with his rifle, disabling them for two turns. Bosses present in certain other missions are also immune to stun effects from batons, but not everything else.]]
to:
* NoSell: [[spoiler: Most bosses are immune to stun effects from batons. Zuev will deny your first attempt at stunning him, and will can even reverse your attempt by holding up the offending cop with his rifle, disabling them for two turns. Bosses present in certain However, they are no less resistant to other missions are also immune to stun effects from batons, but not everything else.sources of stun. A taser will do it in for them, and a flashbang blinds normally.]]
Changed line(s) 68,69 (click to see context) from:
** Head shots immediately kill anyone who manages to receive one, even Heavies. Helmets can allow your cops to survive one head shot.
** Proper melee weapons allow for this - knives for your cops, axes and larger blades for enemies. They can and will kill their target in one hit if they connect, but much like the baton they can only be used at melee range.
** Proper melee weapons allow for this - knives for your cops, axes and larger blades for enemies. They can and will kill their target in one hit if they connect, but much like the baton they can only be used at melee range.
to:
** Head shots immediately kill anyone who manages to receive one, even Heavies. Helmets can allow your cops to survive one head shot.
or knock a helmet off a cop.
** Proper melee weapons allow for this - knives for your cops, axes and larger blades for enemies. They can and will kill their target in one hit if theyconnect, connect while being silent enough for stealth missions, but much like the baton they can only be used at melee range.
** Proper melee weapons allow for this - knives for your cops, axes and larger blades for enemies. They can and will kill their target in one hit if they
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* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to kill them. You'll have to inevitably deal with Sharpwood's cops and Zuev's goons before the latter gets wiped out so you can arrest at least one of them.
to:
* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities.activities in order to save one of your abducted cops. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to kill them. You'll have to inevitably deal with Sharpwood's cops and Zuev's goons before the latter gets wiped out so you can arrest at least one of them.
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** [[spoiler: If you follow your mission control's advice and tell a cop to hold the surveillance operator at gunpoint in the casino mission, when the other cops make too much progress he'll alert casino security, resulting in the cop shooting him to death. [[MyGodWhatHaveIDone Too shaken with what they did, said cop leaves after the mission]].]]
to:
** [[spoiler: If you follow your mission control's advice and tell a cop to hold the surveillance operator at gunpoint in In the casino mission, if you follow your radio operator Conrad Spice' advice to hold "Eagle" (their surveillance operator) at gunpoint with a cop, when the other remaining cops make too much progress he'll alert casino security, resulting in forcing the cop shooting him to death.kill him. [[MyGodWhatHaveIDone Too shaken with what they did, said cop leaves after the mission]].]]
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** [[spoiler: If you follow your mission control's advice and hold the surveillance operator on gun point in the casino mission he will eventually warn the other security, forcing your officer to gun him down. [[MyGodWhatHaveIDone Said officer will leave your group after the mission, too shaken with what they did]].]]
to:
** [[spoiler: If you follow your mission control's advice and tell a cop to hold the surveillance operator on gun point at gunpoint in the casino mission he will eventually warn mission, when the other cops make too much progress he'll alert casino security, forcing your officer to gun resulting in the cop shooting him down. to death. [[MyGodWhatHaveIDone Said officer will leave your group after the mission, too Too shaken with what they did]].did, said cop leaves after the mission]].]]
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* YouHaveOutlivedYourUsefulness: [[spoiler: After assisting them in capturing Zuev, Jack Boyd turns on the Rebel Cops by wiping them and Zuev out after they've done all the work.]]
to:
* YouHaveOutlivedYourUsefulness: [[spoiler: After assisting them in capturing Zuev, Jack Boyd turns on the Rebel Cops by wiping them and Zuev out after they've done all the work.]]]]
* XMarksTheHero: The title between ''Rebel Cops'' has an big letter X smashing through the letters.
* XMarksTheHero: The title between ''Rebel Cops'' has an big letter X smashing through the letters.
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Changed line(s) 97 (click to see context) from:
* TakeYourTime: Averted. Just because some missions do not have an explicit timer does not mean things won't change for the worse if you dawdle. [[spoiler: For example, the Ginzburg estate will eventually receive backup security. Same with the DDM shopping mall, if you do not disable the alarm in time.]]
to:
* TakeYourTime: Averted. Just because some missions do not have an explicit timer does not mean things won't change for the worse if you dawdle. [[spoiler: For example, the Ginzburg Ginzberg estate will eventually receive recieve backup security. security after 40 turns. Same with the goes for DDM shopping mall, if Supermarket unless you do not disable the alarm in time.before that. The Colors of Life Commune will also add a dozen cultists or so after approximately 35 turns.]]
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* UnwantedAssistance: The Witt Brothers can be this or an aversion, depending on whether or not their alerting the enemies is enough to throw player's plans into disarray, or if you're fine with letting them die in their suicidal assault.
to:
* UnwantedAssistance: The Witt Brothers can be this or an aversion, depending on whether or not if their alerting the enemies is enough to throw player's interference can dent your plans into disarray, (they do not distinguish between cops and crooks), or if you're fine with letting them die in their suicidal assault.
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* VanInBlack: They deliver enemy reinforcements to levels. Your own Firry-Cola van could count as a heroic inversion.
to:
* VanInBlack: They deliver Many are seen delivering enemy reinforcements to levels. Your own reinforcements. Firry-Cola van could count as vans used by the rebels can be considered a heroic inversion.
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* ChekhovsGun: [[spoiler: Kasmir Shvets, your original sniper, will leave your group after the tutorial mission when Zuev's goons threaten him and his family into giving their boss a few lessons. Zuev will put those lessons into practice during the final mission when he snipes at your cops as you storm his mansion. Shvets himself later appears before the DDM Supermarket mission to offer a sidequest, outraged at what Zuev's minions did to his wife]]
to:
* ChekhovsGun: [[spoiler: Kasmir Shvets, your original sniper, will leave your group after the tutorial mission when Zuev's goons threaten him and his family into giving their boss a few sniper lessons. Zuev will put those lessons into practice during the final mission when he snipes at picks off your cops as you storm his mansion. Shvets himself later appears before Before the DDM Supermarket mission mission, Shvets appears to offer a sidequest, outraged at what Zuev's minions did to his wife]]wife.]]
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** Heavies are harder to take down non-lethally. The chances of holdup or capturer working on them are next to nonexistent, and it takes two stunning attacks (from a taser or baton) to actually disable them, not to mention being able to tank a sniper shot. Fortunately, they're just as susceptible to gunshot wounds from up close as anyone else, and stun duration isn't penalized on them.
to:
** Heavies are harder to take down non-lethally. The chances of holdup or capturer working on them are next to nonexistent, and it takes two stunning attacks (from a taser or baton) to actually disable them, not to mention being able to tank a an otherwise lethal sniper shot. Fortunately, they're just as susceptible to gunshot wounds from up close as anyone else, and stun duration isn't penalized on them.them once the effect is inflicted.
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* EnemyCivilWar: The Rebel Cops get caught up in a shootout between Zuev's mob and [[DirtyCop the Sharpwood police department]]. Afterwards, [[VideoGame/ThisIsThePolice2 Warren Nash]] [[spoiler: (aka [[VideoGame/ThisIsThePolice Jack Boyd]])]] sends them an apology and aid, [[spoiler: though this turns out to be for his own ends as he intends to wipe out Zuev and the rebels.]]
to:
* EnemyCivilWar: The Rebel Cops get caught up in a shootout between Zuev's mob and [[DirtyCop the Sharpwood police department]]. Afterwards, [[VideoGame/ThisIsThePolice2 Warren Nash]] [[spoiler: (aka [[VideoGame/ThisIsThePolice Jack Boyd]])]] sends them an apology and aid, [[spoiler: though this turns out to be for his own ends as he intends to wipe out both Zuev and the rebels.]]
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** Melee weapons (not batons) allow for this - knives for your cops, axes and larger blades for enemies. It doesn't matter if you're a Heavy[=/=]decked out in an armour and a helmet and completely unharmed - a knife to the side[=/=]an axe to the face will immediately kill a cop, rather than wounding them.
to:
** Melee Proper melee weapons (not batons) allow for this - knives for your cops, axes and larger blades for enemies. It doesn't matter if you're a Heavy[=/=]decked out in an armour They can and a helmet and completely unharmed - a knife to the side[=/=]an axe to the face will immediately kill a cop, rather than wounding them.their target in one hit if they connect, but much like the baton they can only be used at melee range.
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* SadisticChoice: Zuev captures two of your officers at one point and it's only possible to save one of them.
* SaveScumming: Initially only possible on the easiest difficulty, with normal only giving you three saves and hard allowing none. Alleviated in a later patch. Taking sidemissions allows one additional save each, and a setting allows for unlimited saves
* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to kill them. You will have to deal with Sharpwood cops and prevent them from killing all the punks so you would have someone to capture.
* SaveScumming: Initially only possible on the easiest difficulty, with normal only giving you three saves and hard allowing none. Alleviated in a later patch. Taking sidemissions allows one additional save each, and a setting allows for unlimited saves
* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to kill them. You will have to deal with Sharpwood cops and prevent them from killing all the punks so you would have someone to capture.
to:
* SadisticChoice: Zuev captures two of your officers at one point and it's only possible to save one of them.
them. The one you're unable to save will perish.
* SaveScumming: Initially only possible on the easiest difficulty, with normal only giving you three saves and hard allowing none. Alleviated in a later patch. Taking sidemissions allows one additional save each, and a setting allows for unlimitedsaves
saves.
* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to kill them.You will You'll have to inevitably deal with Sharpwood Sharpwood's cops and prevent them from killing all Zuev's goons before the punks latter gets wiped out so you would have someone to capture.can arrest at least one of them.
* SaveScumming: Initially only possible on the easiest difficulty, with normal only giving you three saves and hard allowing none. Alleviated in a later patch. Taking sidemissions allows one additional save each, and a setting allows for unlimited
* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to kill them.
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** Most missions come with a set of optional objectives in the form of requests from other citizens of Ripton that you can agree to help them with. It's a good idea to take them, not only because of rewards they give you but because accepting them unlocks new level starting locations for some of your cops, greatly augmenting your tactical options. Not delivering on the request loses you street cred though.
to:
** Most missions come with a set of optional objectives in the form of requests from other citizens of Ripton that you can agree to help them with. It's a good idea to take them, not only because of rewards they give you but because accepting them unlocks new level starting locations for some several reasons. For each one you take, you get an extra save slot (if you're playing with limited saves). Many offer generous rewards, and almost all of them provide more starting/evac points for your cops, greatly augmenting cops. If you accept a mission but don't deliver your tactical options. Not delivering on the request loses you promise, you'll lose street cred though.cred.
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* TapOnTheHead: Downplayed. Striking a perp with a baton/taser will stun them for 2/4 turns.
* TimedMission: Several missions have time limit before you fail.
* TimedMission: Several missions have time limit before you fail.
to:
* TapOnTheHead: Downplayed. Striking a perp with a baton/taser will stun them for 2/4 turns.
turns, but they won't actually hurt the target.
* TimedMission: Several missions have time limit before youfail.fail or matters complicate, although in most cases it's possible to get around them by finishing the objective early or dealing with whatever reinforcements sent your way.
* TimedMission: Several missions have time limit before you
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* ChekhovsGun: [[spoiler: Shvets, your original sniper, will leave your group after the tutorial mission when Zuev's goons threaten him into giving their boss a few lessons. Zuev will put those lessons into practice during the final mission when he snipes at your cops as you storm his mansion.]]
to:
* ChekhovsGun: [[spoiler: Kasmir Shvets, your original sniper, will leave your group after the tutorial mission when Zuev's goons threaten him and his family into giving their boss a few lessons. Zuev will put those lessons into practice during the final mission when he snipes at your cops as you storm his mansion.]] Shvets himself later appears before the DDM Supermarket mission to offer a sidequest, outraged at what Zuev's minions did to his wife]]
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** Heavies are harder to take down non-lethally. The chances of holdup or capturer working on them is greatly reduced and it takes two hits with a baton or tazer to pacify them, and they can even ignore one sniper shot. Fortunately, they're just as susceptible to gunshot wounds from up close as anyone else.
to:
** Heavies are harder to take down non-lethally. The chances of holdup or capturer working on them is greatly reduced are next to nonexistent, and it takes two hits with stunning attacks (from a baton taser or tazer baton) to pacify actually disable them, and they can even ignore one not to mention being able to tank a sniper shot. Fortunately, they're just as susceptible to gunshot wounds from up close as anyone else. else, and stun duration isn't penalized on them.
Changed line(s) 40 (click to see context) from:
* EnemyCivilWar: The Rebel Cops get caught up in a shootout between Zuev's mob and [[DirtyCop the Sharpwood police department]]. Afterwards, [[VideoGame/ThisIsThePolice2 Warren Nash]] [[spoiler: (aka [[VideoGame/ThisIsThePolice Jack Boyd]])]] sends them an apology and aid, [[spoiler: though this turns out to be for his own ends.]]
to:
* EnemyCivilWar: The Rebel Cops get caught up in a shootout between Zuev's mob and [[DirtyCop the Sharpwood police department]]. Afterwards, [[VideoGame/ThisIsThePolice2 Warren Nash]] [[spoiler: (aka [[VideoGame/ThisIsThePolice Jack Boyd]])]] sends them an apology and aid, [[spoiler: though this turns out to be for his own ends.ends as he intends to wipe out Zuev and the rebels.]]
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* GunAccessories: Slapping a scope on a rifle increases its range, while putting a HollywoodSilencer on a pistol will make it silent.
to:
* GunAccessories: Slapping a scope on a rifle increases its range, while putting a HollywoodSilencer on a pistol will make it silent. silence its first seven shots. Silencers however break after that last shot, but will be fully repaired as long as they aren't destroyed after a mission.
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* LawmanBaton: The baton can be used to stun criminals. Stunned criminals are always vulnerable to arrest
to:
* LawmanBaton: The baton can be used to stun criminals. Stunned criminals are always vulnerable to arrestarrest.
Changed line(s) 53 (click to see context) from:
* LeeroyJenkins: Shortly after you start the Ginzburg estate mansion a jeep will drive up to the scene, with two guys with rifles stepping out and proceeding to rush the front entrance of the estate. With their rifles they will most likely score several kills on Ginzburg's security the two will be overwhelmed by numbers. Mission Control reveals that this is [[SuicideMission intentional]] - the guys are two brothers whose sister was recently assaulted by Ginzburg's goons; [[RageBreakingPoint so the guys, fed up with the mob's abuse]], decided to just drive up to the mansion and kill as many goons as they could before dying.
to:
* LeeroyJenkins: Shortly after you start the Ginzburg estate mansion a jeep will drive up to the scene, with two guys with rifles stepping out and proceeding to rush the front entrance of the estate. With their rifles they will most likely score several kills on Ginzburg's security the two will be overwhelmed by numbers. Mission Control reveals that this is [[SuicideMission intentional]] - the guys are two brothers whose sister was recently assaulted by Ginzburg's goons; [[RageBreakingPoint so the guys, fed up with the mob's abuse]], decided to just drive up to the mansion and kill as many goons (and the rebel cops, if they get in the way) as they could before dying.they get themselves killed.
Changed line(s) 55,56 (click to see context) from:
* TheMafiya: Viktor Zuev is a russian mobster who took over an american town of Ripton.
* ManipulativeBastard: [[spoiler:Warren Nash]] who uses the same [[spoiler:"Cops should help each other"]] line, from his previous entry, to [[spoiler:make rebel cops believe that their fire fights were just a misunderstanding.]]
* ManipulativeBastard: [[spoiler:Warren Nash]] who uses the same [[spoiler:"Cops should help each other"]] line, from his previous entry, to [[spoiler:make rebel cops believe that their fire fights were just a misunderstanding.]]
to:
* TheMafiya: Viktor Zuev is a russian Russian mobster who took over an american American town of Ripton.
* ManipulativeBastard: [[spoiler:Warren Nash]] who uses the same [[spoiler:"Cops should help each other"]] line, from his previous entry, to [[spoiler:make rebel cops believe that their fire fights were just amisunderstanding.misunderstanding so he could set them up and eliminate them all.]]
* ManipulativeBastard: [[spoiler:Warren Nash]] who uses the same [[spoiler:"Cops should help each other"]] line, from his previous entry, to [[spoiler:make rebel cops believe that their fire fights were just a
Changed line(s) 59 (click to see context) from:
* NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She has the highest level among your starting roster, has one more point in stats and one more perk than normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, a rifle and [=9mm=] pistol, full armour and several other useful items.]]
to:
* NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She has the highest level among your starting roster, has one more point in stats and one more perk than normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, a rifle and [=9mm=] pistol, full armour and armorand several other useful items.]]
Changed line(s) 63 (click to see context) from:
* NoGearLevel: A variation - the Ripton mine is a No Guns Level. Neither enemy goons nor your cops can bring guns (because a firearm discharge can cause a catastrophic explosion), forcing you to rely on other means like melee weapons, flashbangs and tasers. Also no sniper support there ([[LogicalWeakness because it's underground]], and even if it's possible the gunshot's bound to destroy the whole mine).
to:
* NoGearLevel: A variation - the Ripton mine is a No Guns Level. Neither enemy goons nor your cops can bring guns (because a firearm discharge can cause a catastrophic explosion), forcing you to rely on other means like melee weapons, flashbangs (which unfortunately isn't useful because it'll alert everyone like firearms) and tasers. Also no sniper support there ([[LogicalWeakness because it's underground]], and even if it's possible the gunshot's bound to destroy the whole mine).
Changed line(s) 65,66 (click to see context) from:
* NoSell: [[spoiler: Zuev will deny your first attempt at stunning him, and will even reverse your attempt by holding up the offending cop with his rifle, disabling them for two turns]].
* OneHitpointWonder: Getting shot at all will cause any of your officers, if not wearing armour, to die if not patched up with a medical kit in time. How quickly they'll bleed out depends on where they're hit. Fortunately, this also applies to enemies, including [[TheBrute Heavies]] ; They might be [[EliteMooks bigger and tougher]] than regular {{Mook}}s, but a bullet will put them down all the same.
* OneHitpointWonder: Getting shot at all will cause any of your officers, if not wearing armour, to die if not patched up with a medical kit in time. How quickly they'll bleed out depends on where they're hit. Fortunately, this also applies to enemies, including [[TheBrute Heavies]] ; They might be [[EliteMooks bigger and tougher]] than regular {{Mook}}s, but a bullet will put them down all the same.
to:
* NoSell: [[spoiler: Zuev will deny your first attempt at stunning him, and will even reverse your attempt by holding up the offending cop with his rifle, disabling them for two turns]].
turns. Bosses present in certain other missions are also immune to stun effects from batons, but not everything else.]]
* OneHitpointWonder: Getting shot at all will cause any of your officers, if not wearingarmour, armor, to die if not patched up with a medical kit in time. How quickly they'll bleed out depends on where they're hit. Fortunately, this also applies to enemies, including [[TheBrute Heavies]] ; They might be [[EliteMooks bigger and tougher]] than regular {{Mook}}s, but a bullet will put them down all the same.
* OneHitpointWonder: Getting shot at all will cause any of your officers, if not wearing
Changed line(s) 70 (click to see context) from:
* OptionalStealth: Since ammunition and supplies are fairly scarce and cops can't scavenge more from Zuev's {{Mook}}s, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range.
to:
* OptionalStealth: Since ammunition and supplies are fairly scarce and cops can't scavenge more from Zuev's {{Mook}}s, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range. range, and in cases where only a few guards are alerted, it's possible to limit the damage by arresting them all.
Changed line(s) 73 (click to see context) from:
* PlotPoweredStamina: Averted. Cops will be exhausted after operations, and if they are deployed on several consecutive missions, their performance becomes much worse.
to:
* PlotPoweredStamina: Averted. Cops will be exhausted after operations, and if they are deployed on several consecutive missions, their performance becomes much worse. If they are not deployed on a mission, they will recover immediately.
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* SaveScumming: Initially only possible on the easiest difficulty, with normal only giving you three saves and hard allowing none. Alleviated in a later patch.
to:
* SaveScumming: Initially only possible on the easiest difficulty, with normal only giving you three saves and hard allowing none. Alleviated in a later patch. Taking sidemissions allows one additional save each, and a setting allows for unlimited saves
Changed line(s) 80 (click to see context) from:
** Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[{{Fingore}} "convince"]] him to give their boss some lessons with a rifle. [[spoiler: This is a {{Foreshadowing}}]].
to:
** Kasmir Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[{{Fingore}} "convince"]] him to give their boss some lessons with a rifle. [[spoiler: This is a {{Foreshadowing}}]].
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* StaticStunGun: The tazer will non-lethally disable a target for four turns, allowing them to be easily arrested. It takes eight turns to recharge.
* StealthRun: Can be done on most missions, but a couple of levels involve unavoidable shootouts.
* SubsystemDamage: Shooting someone in the arm will disable their ability to shoot and will, untreated, result in their death in six turns. Shooting them in the leg will render them unable to move and also cause them to bleed out in six turns. A body shot will bring someone down entirely and cause them to bleed out in three turns. Finally, a head shot is an InstantDeathBullet. Of course, armour can mitigate this.
* StealthRun: Can be done on most missions, but a couple of levels involve unavoidable shootouts.
* SubsystemDamage: Shooting someone in the arm will disable their ability to shoot and will, untreated, result in their death in six turns. Shooting them in the leg will render them unable to move and also cause them to bleed out in six turns. A body shot will bring someone down entirely and cause them to bleed out in three turns. Finally, a head shot is an InstantDeathBullet. Of course, armour can mitigate this.
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* StaticStunGun: The tazer will non-lethally disable a target for four turns, allowing making them to be easily arrested.an easier target. It takes eight turns to recharge.
* StealthRun:Can be done on most missions, but While there are a couple of levels involve unavoidable shootouts.
shootouts, the game actually encourages this for the most part or there'll be too many guards to handle.
* SubsystemDamage: Shooting someone in thearm will disable their ability arm/leg results them bleeding to shoot and will, untreated, result in their death in if not treated for six turns. Shooting them in the leg will render them unable turns, but they'll still be able to move and also cause them to bleed out in six turns. around/return fire. A body shot will bring someone down entirely fully disables a target and cause causes them to bleed out in die after three turns. Finally, a A head shot is an InstantDeathBullet. Of course, armour armor can mitigate this.
* StealthRun:
* SubsystemDamage: Shooting someone in the
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* TapOnTheHead: Downplayed. Striking a perp with a baton will not actually knock them out entirely, just stun them for two turns. Same goes for the tazer, which will do the same at range for four turns.
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* TapOnTheHead: Downplayed. Striking a perp with a baton baton/taser will not actually knock them out entirely, just stun them for two turns. Same goes for the tazer, which will do the same at range for four 2/4 turns.
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None
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* AntiFrustrationFeatures: The Buddy System can save you running your officers headlong into danger provided you have another officer nearby. If an enemy is not visible, they can be spotted by another officer and the move can be cancelled. The officer who gives the warning gains a small amount of experience for it, too.
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* AntiFrustrationFeatures: The Buddy System can save you running your officers headlong into danger provided you have another officer nearby. If an enemy is not visible, they can be spotted by another officer and the move can be cancelled.cancelled, or you can continue as you wish. The officer who gives the warning gains a small amount of experience for it, too. Each officer is only able to warn once per turn.
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* ArmorAsHitPoints: Equipping your officers with body armour and helmets will allow them to take two extra gunshots to the body and one to the head before they're killed.
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* ArmorAsHitPoints: Equipping your officers with body armour armor and helmets will allow them to take two extra gunshots to the body and one to the head before they're killed.
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* BolivianArmyEnding: [[spoiler: The game fades to black as Jack Boyd orders his deputies to fire on the Rebel Cops, so we don't see their deaths onscreen. Although, given the dark credits music and the change of title screen, coupled with how dark the previous two games are, it's highly unlikely anyone survived.]]
* BoomHeadshot: Shooting someone in the head results in an instant kill.
* BoomHeadshot: Shooting someone in the head results in an instant kill.
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* BolivianArmyEnding: [[spoiler: The game fades to black as Jack Boyd orders his deputies to fire on the Rebel Cops, so we don't see their deaths onscreen. Although, given the dark credits music and the change of title screen, coupled with how dark the previous two games are, it's highly unlikely anyone likely none of the rebels survived.]]
* BoomHeadshot: Shooting someone in the head results in an instant kill. Provided if the shot connects.
* BoomHeadshot: Shooting someone in the head results in an instant kill. Provided if the shot connects.
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* LawmanBaton: The baton can be used to pacify criminals, making it easier to arrest them.
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* LawmanBaton: The baton can be used to pacify criminals, making it easier stun criminals. Stunned criminals are always vulnerable to arrest them. arrest
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* LeeroyJenkins: Shortly after you start the Ginzburg estate mansion a jeep will drive up to the scene, with two guys with rifles stepping out and proceeding to rush the front entrance of the estate. With their rifles they will most likely score several kills on Ginzburg's security but will be overwhelmed by numbers. Mission Control reveals that this is [[SuicideMission intentional]] - the guys are two brothers whose sister was recently assaulted by Ginzburg's goons; [[RageBreakingPoint so the guys, fed up with the mob's abuse]], decided to just drive up to the mansion and kill as many goons as they could before dying.
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* LeeroyJenkins: Shortly after you start the Ginzburg estate mansion a jeep will drive up to the scene, with two guys with rifles stepping out and proceeding to rush the front entrance of the estate. With their rifles they will most likely score several kills on Ginzburg's security but the two will be overwhelmed by numbers. Mission Control reveals that this is [[SuicideMission intentional]] - the guys are two brothers whose sister was recently assaulted by Ginzburg's goons; [[RageBreakingPoint so the guys, fed up with the mob's abuse]], decided to just drive up to the mansion and kill as many goons as they could before dying.
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* NoGearLevel: A variation - the Ripton mine is a No Guns Level. Neither enemy goons nor your cops can bring guns there (because firing off a gun can cause an uncontrolled explosion), forcing you to rely on other means like melee weapons, flashbangs and tasers. Also no sniper support there ([[LogicalWeakness because it's underground]]).
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* NoGearLevel: A variation - the Ripton mine is a No Guns Level. Neither enemy goons nor your cops can bring guns there (because firing off a gun firearm discharge can cause an uncontrolled a catastrophic explosion), forcing you to rely on other means like melee weapons, flashbangs and tasers. Also no sniper support there ([[LogicalWeakness because it's underground]]).underground]], and even if it's possible the gunshot's bound to destroy the whole mine).
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* TakeYourTime: Averted. Just because some missions do not have an explicit timer does not mean things won't change for the worse if you dawdle. [[spoiler: For example, the Ginzburg estate will eventually receive back up security. Same with the DDM shopping mall, if you do not disable the alarm in time.]]
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* TakeYourTime: Averted. Just because some missions do not have an explicit timer does not mean things won't change for the worse if you dawdle. [[spoiler: For example, the Ginzburg estate will eventually receive back up backup security. Same with the DDM shopping mall, if you do not disable the alarm in time.]]
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* AllForNothing: The game's Final Mission, [[spoiler:ends with Zuev being apprehended by your squad of Rebel Cops, only to be gunned down by Sharpwood's police, ordered by Yorren Nash at the scene.]]
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* AllForNothing: The game's Final Mission, [[spoiler:ends with Zuev being apprehended by your squad of Rebel Cops, only to be gunned down by Sharpwood's police, ordered by Yorren Warren Nash at the scene.]]
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* ManipulativeBastard: [[spoiler:Yorren Nash]] who uses the same [[spoiler:"Cops should help each other"]] line, from his previous entry, to [[spoiler:make rebel cops believe that their fire fights were just a misunderstanding.]]
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* ManipulativeBastard: [[spoiler:Yorren [[spoiler:Warren Nash]] who uses the same [[spoiler:"Cops should help each other"]] line, from his previous entry, to [[spoiler:make rebel cops believe that their fire fights were just a misunderstanding.]]
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* DoesThisRemindYouOfAnything: The first mission after the tutorial, will make your rebel cops chase an suspect that hides inside wooden shack, where you must surround him in. [[spoiler:Jack Boyd]] from ''This Is The Police 2'' was hiding in the Wooden Shack before as well, and [[spoiler:in one dream, he gets a vision that he would be assaulted by dozens of cops with Swat and Patty Wagon to bring him down.]]
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Added DiffLines:
* ManipulativeBastard: [[spoiler:Yorren Nash]] who uses the same [[spoiler:"Cops should help each other"]] line, from his previous entry, to [[spoiler:make rebel cops believe that their fire fights were just a misunderstanding.]]
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Added DiffLines:
* AllForNothing: The game's Final Mission, [[spoiler:ends with Zuev being apprehended by your squad of Rebel Cops, only to be gunned down by Sharpwood's police, ordered by Yorren Nash at the scene.]]
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* TakingOverTheTown: Ripton has been taken over by [[TheMafia mob boss]] Viktor Zuev, and your job is to take back the town and bring Zuev to justice.
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An Axe To Grind is no longer a trope
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* AnAxeToGrind: The Treybeks' weapon of choice.
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Kill Them All is no longer a trope
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* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to KillThemAll. You will have to deal with Sharpwood cops and prevent them from killing all the punks so you would have someone to capture.
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* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to KillThemAll.kill them. You will have to deal with Sharpwood cops and prevent them from killing all the punks so you would have someone to capture.
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Nice Hat is now a disambig.
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* NiceHat: Your cops' default uniforms include some really spiffy hats.
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Rephrased the final sentence of Cardboard Prison and removed an extra "how". Also added a little detail to Never Mess With Granny and changed some language in a few other tropes.
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* CardboardPrison. Inverted. All those mob goons you arrest in droves during missions, where do you think they're going, to the official prison? No, since prisons and courts are in Zuev's pocket they get placed in temporary custody at a farm belonging to some helpful guy, who manages to keep all those hundreds of arrested in his farm's barns and cow sheds with nobody escaping, and seemingly all by himself too. We have no idea how how he manages to pull that off.
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* CardboardPrison. Inverted. All those mob goons you arrest in droves during missions, where do you think they're going, to the official prison? No, since prisons and courts are in Zuev's pocket they get placed in temporary custody at a farm belonging to some helpful guy, who manages to keep all those hundreds of arrested in his farm's barns and cow sheds with nobody escaping, and seemingly all by himself too. We have no idea how It is never explained how he manages to pull that off.
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* NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She has the highest level among your starting roster, has one more point in stats and one more perk than normal meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, full armour and loaded with useful items.]]
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* NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She has the highest level among your starting roster, has one more point in stats and one more perk than normal normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, a rifle and [=9mm=] pistol, full armour and loaded with several other useful items.]]
** The endless "Rebel Yell" mode starts like this - all four officers only have their knives, and must grab weapons and equipment from around the map as it appears.
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** Melee weapons (not batons) allow for this - knives for your cops, axes and larger blades for enemies. It doesn't matter if you're a Heavy[=/=]decked out in an armour and a helmet and completely unharmed - a knife to the side[=/=]an axe to the face will immediately kill you, skipping wounded states.
* OptionalStealth: Since ammunition and supplies are fairly scarce and you can't just scavenge more from Zuev's {{Mook}}s, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range.
* OptionalStealth: Since ammunition and supplies are fairly scarce and you can't just scavenge more from Zuev's {{Mook}}s, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range.
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** Melee weapons (not batons) allow for this - knives for your cops, axes and larger blades for enemies. It doesn't matter if you're a Heavy[=/=]decked out in an armour and a helmet and completely unharmed - a knife to the side[=/=]an axe to the face will immediately kill you, skipping wounded states.
a cop, rather than wounding them.
* OptionalStealth: Since ammunition and supplies are fairly scarce andyou cops can't just scavenge more from Zuev's {{Mook}}s, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range.
* OptionalStealth: Since ammunition and supplies are fairly scarce and
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* PacifistRun: For the most part viable and practically encouraged by the gameplay mechanics. Arresting perps nets more experience points for your officers than simply shooting them, especially if you can pacify and arrest a Heavy. Ammunition is scarce enough, especially in the early game, that you'll want to conserve it for when it's really needed.
* PlotPoweredStamina: Averted. Your cops will be tired after operations, and if you don't skip them out for the next mission, using them for several levels in a row, they will have their performance worsened.
* PunchPackingPistol: The [=9mm=] pistol is the most versatile firearm of the four available. It comes with a nine round magazine, has greater range than the shotgun and revolver, and can be fitted with a suppressor for silent kills.
* PlotPoweredStamina: Averted. Your cops will be tired after operations, and if you don't skip them out for the next mission, using them for several levels in a row, they will have their performance worsened.
* PunchPackingPistol: The [=9mm=] pistol is the most versatile firearm of the four available. It comes with a nine round magazine, has greater range than the shotgun and revolver, and can be fitted with a suppressor for silent kills.
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* PacifistRun: For the most part viable and practically encouraged by the gameplay mechanics. Arresting perps earns points towards powerful Command Center abilities, and nets more experience points for your officers than simply shooting them, especially if you can pacify and arrest a Heavy. Ammunition is scarce enough, especially in the early game, that you'll want to conserve it for when it's really needed.
* PlotPoweredStamina: Averted.Your cops Cops will be tired exhausted after operations, and if you don't skip them out for the next mission, using them for they are deployed on several levels in a row, they will have consecutive missions, their performance worsened.
becomes much worse.
* PunchPackingPistol: The [=9mm=] pistol is the most versatile firearm of the four available. It comes with a nine round magazine, has greater range and accuracy than the shotgun and revolver, and can be fitted with a suppressor for silent kills.
* PlotPoweredStamina: Averted.
* PunchPackingPistol: The [=9mm=] pistol is the most versatile firearm of the four available. It comes with a nine round magazine, has greater range and accuracy than the shotgun and revolver, and can be fitted with a suppressor for silent kills.
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* SaveScumming: Initially only possible on the easiest difficulty, with normal only giving you three saves and hard allows none. Alleviated in a later patch.
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* SaveScumming: Initially only possible on the easiest difficulty, with normal only giving you three saves and hard allows allowing none. Alleviated in a later patch.
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* SoLongAndThanksForAllTheGear: When Shvets leaves he takes some of your equipment with him (such as [=9mm's=] you used in the tutorial level).
* StaticStunGun: The tazer will non-lethally disable a target for four turns, allowing them to be easily arrested. It takes a further eight turns to recharge.
* StaticStunGun: The tazer will non-lethally disable a target for four turns, allowing them to be easily arrested. It takes a further eight turns to recharge.
to:
* SoLongAndThanksForAllTheGear: When Shvets leaves he takes some of your equipment with him (such as [=9mm's=] the [=9mm=] pistols you used in the tutorial level).
* StaticStunGun: The tazer will non-lethally disable a target for four turns, allowing them to be easily arrested. It takesa further eight turns to recharge.
* StaticStunGun: The tazer will non-lethally disable a target for four turns, allowing them to be easily arrested. It takes
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* UnusableEnemyEquipment: Despite your very thin and limited supplies an idea of looting enemies for weapons and ammo seemingly does not occur to your cops.
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* UnusableEnemyEquipment: Despite your their very thin and limited supplies an idea of looting enemies for supplies, cops can never take weapons and ammo seemingly does not occur to your cops.equipment from fallen enemies.