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.