Enemies

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(Redirected from Drones)

Guards and Drones are collectively known as enemies. Enemies rely on sight and sound to detect intruders. They may be posted in a specific location, sometimes turning to scan an area, or they may be assigned to a patrol route. Patrol routes are fixed--an enemy will loop through a route repeatedly. Guards and Drones have an Alarm Level indicating how aware they are of intrusion. Guards and Drones will also attack intruders. They are critical components in the Security AI's active and passive defense systems.

If an enemy detects something, they will engage or investigate. If they hear something, their Alarm Level will rise to Suspicious. Pending security tally will increase one or more points. The enemy will send a report to the Security AI at the end of the turn.

The Security AI may send instructions to a guard or drone, for instance to investigate a report or look for a missing guard. This will raise their Alarm Level to Alerted. They will leave their assignment to follow the instructions.

Enemies can take a variety of actions. The action(s) that an enemy takes during their turn is usually displayed to the right of the enemy as they begin their action. The possible actions available to enemies includes but is not limited to:

  • Guarding.
  • Patrolling.
  • Investigating!
  • Security AI in my Ear!
  • Hunting.
  • Returning to Post.
  • Got 'em in my Sights!
  • Advancing!
  • Charging!
  • Flanking!
  • Holding Position!
  • Taking Cover.
  • Taking Direct Cover!
  • Defend the Asset!
  • Attacking (this does not get displayed next to the enemy but is reported in the log)
  • Using a Talent (this does not get displayed next to the enemy but is reported in the log)
  • Using an item (this does not get displayed next to the enemy but is reported in the log)

There are many different types of enemies. Enemies will vary in Weapons, Hit Points, Talents, Special Abilities, and preferred tactics. Each Faction maintains a selection of unit types, some of which may be unique to that Faction.

Drones[edit | edit source]

Comparison of Known Enemy Classes[edit | edit source]

A wide range of enemy classes can be encountered during missions. The images are those displayed on the Mission Initiative Indicator. Many enemy classes are common across 'corp', 'street' or 'syndicate' Factions. Some Factions have custom classes which replace the usual common classes; these are marked as 'corp [UltraTek]', 'street [FSC]', etc. Field of View (FoV) indicates the size of their vision cone.

Hit Points and Armor increase with level, so all rows are listed with the HP and Armor at Power Level 1 (PL1) so that they can be compared easily. Some classes do not appear at PL1 or have not been confirmed at PL1; in these cases, the HP and Armor values for PL1 are estimated based on the progressions of other classes, and are displayed in italic font.

When comparing Hit Points and Armor, remember that the vales accelerate at high Power Level, so the small differences in HP at PL1 become large differences at PL10. For instance, at PL1 the Guard has 200 HP and the Guard Captain has 240 HP. But at PL10, the Guard has 330 HP and the Guard Captain has 500 HP.

Newer classes may not have all data entered yet. In addition, the table does not include special classes, such as VIP and Defector, which are usually targets for assassination; and it does not include unique characters, such as Brauk Executioner and Sniper Survivor.

IMAGE Class FACTION WEAPON PL1 HP PL1 Armor FoV SPECIAL ABILITIES
Rook Brave Star
S-Class Brakka S-Class Brakka Brave Star AR 420 74% 3PP 120° 20m
Star FWD Star FWD Brave Star UAR 250 33% 0PP 90° 18m
Star Longshot Star Longshot Brave Star Sniper 250 33% 0PP 90° 18m
SWAT SWAT Brave Star AR 250 33% 0PP 90° 18m
SWAT X SWAT X Brave Star Shotgun 250 74% 1PP 90° 18m
Divergent Divergent corp SMG 200 40% 0PP 90° 22m By deploying a cloud of deflective nanites, Divergents are able to gain significant, if temporary, boosts to Evasion, known as a Divergent Field
E-Medic E-Medic corp UAR 250 65% 1PP 120° 20m E-Medic can throw N-Stim healing canisters up to 16m and release restorative nano that will get both a corporate soldier or a merc caught in the cloud back on their feet.
FireCOM FireCOM corp UAR 250 74% 1PP 90° 18m FireCOM will target multiple mercs with Full Auto if given the chance, so be careful to avoid their firing lines.
Guard Guard corp AR 200 33% 0PP 90° 18m
Guard Bladesman Guard Bladesman corp Blade 250 65% 1PP 90° 18m
Guard Captain Guard Captain corp UAR 240 65% 1PP 90° 20m
Guard Shotgun Guard Shotgun corp Shotgun 250 74% 1PP 90° 18m
Guard Sniper Guard Sniper corp Sniper 200 40% 0PP 90° 22m
Mecha Infantry Mecha Infantry corp AR 420 74% 3PP 90° 22m
Sentinel Exec corp
Suppressant Suppressant corp Shotgun 250 65% 1PP 90° 22m Suppressants hurl non-lethal concussion grenades up to 16m, creating a shockwave that disorients and incapacitates anyone caught in the blast radius, reducing both Action Points and Move Speed.
KEM Captain KEM Captain corp [Kemco] Shotgun 240 74% 1PP 90° 18m
KEM Doc KEM Doc corp [Kemco] Shotgun 270 74% 1PP 90° 18m
KEM Guard KEM Guard corp [Kemco] AR 200 33% 0PP 90° 18m
2x Raptor corp [UltraTek]
T-Assault T-Assault corp [UltraTek] Shotgun 250 74% 1PP 90° 18m
T-Capt T-Capt corp [UltraTek] Revolver 240 65% 1PP 90° 18m
T-FireCOM T-FireCOM corp [UltraTek] UAR 250 74% 1PP 90° 18m FireCOM will target multiple mercs with Full Auto if given the chance, so be careful to avoid their firing lines.
T-REX T-REX corp [UltraTek] AR 200 33% 0PP 90° 18m
WB Assault WB Assault corp [WB] Shotgun 250 74% 1PP 90° 18m
WB Captain WB Captain corp [WB] Revolver 240 65% 1PP 90° 18m
WB FireCOM WB FireCOM corp [WB] UAR 250 74% 1PP 90° 18m FireCOM will target multiple mercs with Full Auto if given the chance, so be careful to avoid their firing lines.
WB Guard WB Guard corp [WB] AR 200 33% 0PP 90° 18m
Bloodright street
Grunt Captain Grunt Captain street SMG 200 65% 1PP 120° 20m
Street Bender Street Bender street SMG 150 36% 0PP 90° 18m Benders rely on a release-and-capture cloud of nanites that instantly form together to create a deflection edge, which is just enough to cause a bullet to 'bend' around them. In a deadly gunfight, missing a Bender on the first shot can be a quick road to the grave.
Street Berserk Street Berserk street Blade 250 36% 0PP 90° 18m
Street Charger Street Charger street Shotgun 150 65% 1PP 90° 18m
Street King street
Street Shockstick Street Shockstick street Club 250 36% 0PP 90° 18m
Street Sniper Street Sniper street Sniper 150 40% 0PP 90° 22m
Street Warrior Street Warrior street SMG 150 30% 0PP 90° 18m
Wildfire Wildfire street UAR 150 65% 1PP 90° 18m
Brutewain Brutewain street [Blue Ox] SMG 150 65% 1PP 90° 18m Brutewain hurl grenades up to 18m, splattering targets within the larger blast radius with enough of the blueish substance to debuff both their Move Speed and Initiative.
Bulwark Bulwark street [Blue Ox] Shotgun 150 36% 0PP 90° 18m Bulwark can throw Hardskin Cloud canisters up to 16m which release defensive buffing clouds that help a gang grunt or a merc who is caught in the cloud major Damage Reduction and Cover Bonus.
Detonator Detonator street [Fenian] SMG 200 65% 1PP 90° 18m Detonators hurl their street boomers up to 14m, causing a major spike of Pure Damage to anyone caught near enough to get hit within the smaller blast radius.
F-Duster F-Duster street [Fenian] AR 150 30% 0PP 90° 18m F-Dusters can throw Redmist Cloud canisters up to 16m which release aggressive buffing clouds that send a gang grunt into a fury, boosting Damage and Critical %.
Free Gunner Free Gunner street [FSC] SMG 150 30% 0PP 90° 18m
Po-Bot Po-Bot street [FSC] Shotgun 400 65% 1PP 120° 20m Po-Bots have heavily reinforced armor plating and can soak up a ton of punishment. If they can close, their targeting systems rarely miss with their assault shotgun.
Phalanx street [FSC]
Z-Edge Z-Edge street [FSC] Blade 200 35% 0PP 90° 18m
Z-Rusher Z-Rusher street [FSC] Club 225 36% 0PP 90° 18m
Patchmax Patchmax street [Los Z] SMG 150 36% 0PP 90° 18m Patchmax can throw Hi-Puff cloud canisters up to 16m which release adrenaline pumping buffs to give extra Action Points, Move Speed and Initiative to any so lucky to get a deep breath of the noxious yellow designer chem.
Slagga Slagga street [Los Z] SMG 150 65% 1PP 90° 18m Slaggas hurl their armor melting grenades up to 20m, which cause both punishing Pure Damage and immediately Shreds 1 Protection Point of your armor.
Blooder Blooder syndicate UAR 150 36% 0PP 90° 18m Blooders hurl shrapnel grenades up to 16m, nicking and ripping up flesh and armor and inflicting ongoing damage, unless healing of some kind is applied. Stock up on bandages.
Chopshop Chopshop syndicate Blade 225 65% 1PP 90° 18m By deploying a cloud of street-cooked nanites, Chopshop are able to create a classic sheathing effect without the expensive cybernetic implants. The nano Chop Shield is capable of completely nullifying a few attacks before disintegrating.
Grunt Caotain Grunt Captain syndicate SMG 200 65% 1PP 120° 20m
Havoc Jackal syndicate
Shocktop Shocktop syndicate Club 225 65% 1PP 90° 18m
Street Sniper Street Sniper syndicate Sniper 150 40% 0PP 90° 22m
Street Berserk Street Berserk syndicate Blade 250 36% 0PP 90° 18m
Street Warrior syndicate SMG 150 30% 0PP 90° 18m
Whistler Whistler syndicate SMG 150 36% 0PP 120° 20m Whistlers employ a mysterious nano-coating recipe for their bullets, a closely guarded secret within their cult. These coated Whistler Bullets inflict ongoing damage, unless healing of some kinds is applied. Stock up on bandages.

Whistlers will target multiple mercs with Full Auto if given the chance, so be careful to avoid their firing lines.

Wildfire Wildfire syndicate UAR 150 65% 1PP 90° 18m Wildfire will target multiple mercs with Full Auto if given the chance, so be careful to avoid their firing lanes.