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== Security Level == The Security Level is a general measure of the concern and awareness the security AI has about intrusion. Security Level usually starts at zero (0) when the mercs enters the mission. Security Level is subdivided by a ''security tally'', measuring specific detections and growing concern. The special implant of the [[Cyber Knight]] is a quantum computer. This produces quantum interference, an annoying non-localized buzz that the [[Security AI]] wants to shut down. This automatically produces a base rate of increase in [[Security Tally]] every turn. Your team's coordination, and the relative lack of coordination of your foes relies upon this quantum computer being nearby any heists. Thus, even if you don't bring your Cyber Knight on a heist, it is assumed he or she is waiting not far from the scene, providing the quantum countermeasures, but also enabling the security tally increases. (For the purposes of game mechanics, the security tally is not influenced by whether you bring the knight on a mission or leave him or her behind.) [[Security Tally]] generated during a turn is accumulated into a pending tally count, marked in yellow. At the end of the turn, pending [[Security Tally]] is turned into permanent [[Security Tally]], marked in blue. At that time, if the security tally is greater than the ''tally per'' ''security level'', the security level is increased. Pending security tally can be erased by various means; permanent security tally and security level cannot be reduced during a mission. When the permanent [[Security Tally]] exceeds the tally points per level, the Security Level increases by 1 and the [[Security AI]] escalates its response. Excess tally points roll over to the new level. The base rate of increase in [[Security Tally]] and the number of security tally points per security level is calculated separately for each mission stage, depending on the sensitivity of the area and the nature of the [[Security AI]]. On multi-stage [[Missions]], the Security Level from one stage is inherited by the next map level. Security tally is reduced to at a maximum half of the Tally required to reach the next Security Level. It is important to keep Security Level low in earlier map levels or the team will face bad odds before they get close to their goal. Every incident of detection increases the pending security tally. This includes gunfire. A battle will rapidly ramp up the Security level, incurring stronger responses from the [[Security AI]]. The final security level at the end of the mission is also a factor in the amount of heat the mission generates for the squad.
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