Enemies

From Cyber Knights: Flashpoint Wiki
(Redirected from Guards)

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]

The term Drones encompasses any mechanized enemy. This includes humanoid Drones (e.g. Mecha Infantry), Turrets, flying Drones, and others. Drones are not vulnerable to some types of attacksː poison, stun, etc. But they are vulnerable to certain Talents which specifically target Drones.

Drones might be remotely controlled by a human, or remotely controlled by an AI. The most dangerous drones are those controlled by an on-board AI.

Mecha Infantry[edit | edit source]

Mecha Infantry are humanoid Drones. They look like armored and helmeted humans with thin mechanical legs. From a distance they may be mistaken for human. There are several variations in Mecha Infantry. Some factions have their own version. Brave Star, for instance, has military-grade Mecha Infantry. Free Streets Compact has perfected the art of refurbishing old Drones for their own purposes, which they call Po-Bots.

The Head Hunter Le Sidewinder brings a crew of Po-Bots along on his bounty hunts. His mechanized team is a formidable threat when they show up.

Mecha Infantry do not have internal weaponry. They are designed to carry and use the same Weapons that their flesh-and-blood cohorts use. Mecha Infantry of various types are known to carry Assault Rifles, Shotguns, and E-Rifles.

The heavy Armor and high Hit Points of a Mecha Infantry make it difficult to bring them down. Weapons which shred Armor are quite effective against the Drones. Blades are not recommended against some types of Drones - Turrets, for instance, explode when destroyed. But against Mecha Infantry, Blades are a good choice. Pure Damage Weapons are also a good idea.

As with other types of drones, a Mecha Infantry will instantly report their own destruction to the local Sec AI. Drone remains do not have a body timer because the report has already been sent. Certain Talents may be able to block the destruction report, preventing the Sec AI from learning of the equipment loss.

Turrets[edit | edit source]

Turrets are stationary weapon platforms that can be activated by any SIGMA series Sec AI. These new Enemies are Drones (a category describing all mechanized enemies) so they can be targeted by Drone Talents and instantly report their death like all Drones. Further, Turrets will explode when they are destroyed, causing potentially deadly damage to anyone nearby!

Turrets can appear:

  • Once your team reaches Power Level 3+
  • Only in certain objectives (Alpha Strike, Exfiltrate VIP etc do not include Turrets)
  • On Larger maps that have space for them
  • Only on 15-33% of heists - when they do, they generally force you to plan and approach the heist differently, so they are not a constant threat but a spicey spice.

There are two types of Turrets today - the heavy machine gun turret and the directed energy weapon turret ("E-turret"). Each have their own set of stats, weapons, armor and talents. Turrets can appear in different missions from Power Level 3+. The challenge they present will start low but scale aggressively into the end game by PL 10. Watch out, Turrets love to use Overwatch!

The Mission Planning screen shows whether a heist has the potential to have Turrets; the Mission flags will contain a highlighted "Turrets" warning. Also, once on the ground in the heist, the locations that Turrets might appear are shown clearly, each one marked by a large and threatening looking turret spawning location.

The Sec AI - the overarching enemy during most heists - has the power to activate Turrets from their underground encasements. Until the Turret is activated from its underground lair, it is invulnerable and cannot be targeted. This new and dangerous type of Escalation is available to the entire SIGMA line of Sec AI - including Sigma 5, Sigma 7, Sigma 9 and Sigma BLACK.

The more dangerous the Security AI the team is facing, the lower the minimum Sec Level required to activate Turrets. Escalations that activate Turrets can be executed at Sec Level 2 (Shadow Sites), 3 (Sigma 9 or X-TECH) and 4 (Sigma 5 or 7). These Escalations do count as a type of reinforcement which can be blocked by some Leverage.

Turrets are heavy weapons platforms with no need to move which allows them to be built with heavy plating and stacked with massive weaponry. Armor-shredding is key for any attacks against Drones; these are high HP Enemies. E-Rifles in particular are an excellent Weapon to take them on, but other Weapons with a high chance to shred Armor (possibly extended by Weapon Mods) can be effective as well.

Several Classes have Talents that specifically target Drones. The Cyber Knight and Cybersword have the most anti-drone Talents, with Hacker and Agent EX characters also having several available.

Most importantly, keep in mind that Turrets are stationary. Using hard cover where a merc can step out, shoot them, then step back to where they can't target back is a significant advantage. Any Class's Talents that can cancel Enemy Overwatch or move through Overwatch without triggering it can be helpful, as Turrets have a wide field of fire and can lock down a significant area with Overwatch.

Hover Tank

Hover Tanks[edit | edit source]

Hover Tanks are powerful new drones available only to megacorporate armies (different types of drones will be more or less locked by faction); they represent the arrival of heavy-elite off-site reinforcements instead of the run-of-the-mill regular soldiery. As the Security Level rises and the Sec AI calls upon more and more powerful reinforcements to try to face the threat they discover you are, it is possible that a pod of reinforcements (typically 3 soldiers) will instead contain 2 soldiers and a Hover Tank. The specific criteria for arriving as reinforcements are as follows:

  • In a mission against a megacorporate faction
  • Your team is Power Level 4+
  • The Sec Level on your mission has reached 5+

Additionally, once your team is above Power Level 8, Hover Tanks may appear as part of the starting-enemy patrols set on missions against megacorp factions.

Today, there is a single type of hover tank used by all 6 megacorps. It has powerful Talents that allow for Full Auto, Overwatch, a directed energy invulnerability field and a shock field that can reorganize its adaptive armor after it has suffered an Armor Critical (making the Hover Tank capable of repairing 1 Protection Point).

Their cannon has a max range of 30m, and does suffer accuracy penalties against enemies too close for them to quickly adjust targeting against. If you have effective short-range weaponry, look for areas you can use this difference against them. Or use a fast-moving character to break their armor and run to safety, while squad mates with long-range weaponry assault it from afar.

Unlike most other enemies, Hover Tanks will not be stopped in their tracks by overwatch shots against them. They also have a 75% chance to break Stun effects applied to them. These tanks are juggernauts, and will require different tactics than other enemies to deal with.

Hover tanks are expensive assets and a megacorp can only commit so many to a single facility or battle at a time, so don't expect to see more than one at a time.

The standard Leverage to block reinforcements also blocks the arrival of Hover Tanks. Keeping a leverage like this in reserve for Sec Level 5+ can buy you valuable time to avoid their arrival or get distance from their likely arrival points.

Like turrets, hover tanks are heavy weapon platforms and are built to be layered with thick plating and mounted with major weaponry. The tradeoff to the hover tank's thick armor is its ponderous speed; it can be outrun! (But be careful what you might be running into.)

Armor-shredding is key for attacks against any drones; these are high HP enemies and much harder to wear down if you don't crack their armor. E-Rifles in particular are an excellent weapon to take them on, but other weapons with a high chance to shred armor (possibly extended by weapon mods) can be effective as well.

The Cyber Knight and Cybersword have the most anti-drone talents, with Hacker and Agent EX characters also having several available.

Lance VTOLs[edit | edit source]

Lance VTOLs are faster and lighter drones employed by the milsec companies - Brave Star and Arrowhead - compared to the megacorporate Hover Tanks. The Lances still represent the arrival of powerful, rapid-response elite reinforcements instead of regular milsec soldiery, as they can more rapidly pin down or neutralize threats. As the Security Level rises and the Sec AI calls upon more and more powerful reinforcements on your heist team, a pod of reinforcements (typically 3 soldiers) will instead contain soldiers and one or more Lance VTOLs. The specific criteria for arriving as reinforcements are as follows:

  • In a mission against a milsec faction
  • Your team is Power Level 4+
  • The Sec Level on your mission has reached 4+

Additionally, once your team is above Power Level 6, Lance VTOLs may appear as part of the starting-enemy patrols set on missions against milsec factions.

Today, there is a single type of Lance VTOL used by both milsec companies which has access to Full Auto, Overwatch and an energy field for temporary invulnerability. As we continue to expand the drone offerings, we will be separating these VTOLs, their look and their abilities per company.

Unlike most other enemies, Lance VTOLs will not be stopped in their tracks by overwatch shots against them and they have a 75%+ chance to break Stun effects applied to them. Unfeeling, nothing but metal, armor and guns - these VTOLs swoop in for the kill relentlessly.

VTOLs are expensive assets and a milsec company can only commit so many to a single facility or battle at a time, so don't expect to see more than 2 at a time.

Watch out - like Hover Tanks before them, VTOLs explode when they go down and cause damage to anyone nearby.

The standard Leverage to block reinforcements also blocks the arrival of Lance VTOLs. Keeping a leverage like this in reserve for Sec Level 4+ can buy you valuable time to avoid their arrival or get distance from their likely arrival points.

Unlike Turrets and Hover Tanks, Lance VTOLs are built for speed and firepower over heavy armor. You will be less likely to be able to outrun a VTOL and may need to consider the best position from which to fight one instead of trying to outright flee.

Lance VTOL have less over all Hit Points but Armor-shredding is still key for attacks against any drones; while less of an damage sponge than a Hover Tank, the VTOLs still have high HP and are easier to wear down with E-Rifles, Shotguns and other high Shred weapons (or weapon mods).

The Cyber Knight and Cybersword have the most anti-drone talents, with Hacker and Agent EX characters also having several available. Check any of the character classes on the Cyber Knights Wiki to easily see a full list of their available talents and CTRL+F for "drone" to review.

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 mission Power Level, so the values at PL1 and PL10 are listed to give the range of values. Most Drones cannot appear at low levels, so the Power Level range is listed as a note. In Challenging Difficulty, Team Power Level equals Mission Power Level. In all other difficulties, there are modifiers to Mission Power Level.

Faction Enemies
IMAGE Class FACTION WEAPON HP Range Armor Range FoV SPECIAL ABILITIES
Phalanx Brave Star ? ? ? ?
  • Only appears in Hardened Target stages
S-Class Brakka S-Class Brakka Brave Star AR 400-1030 75% 3PP -

82% 5PP

120°

20m

  • Drone
Star FWD Star FWD Brave Star UAR 250-400 33% 0PP -

40% 0PP

90°

18m

Star Longshot Star Longshot Brave Star Sniper 250-400 74% 1PP -

80% 1PP

90°

18m

SWAT SWAT Brave Star AR 250-400 33% 0PP -

40% 0PP

90°

18m

SWAT-FO Brave Star Shotgun 250-400 74% 1PP -

80% 1PP

90°

18m

  • 50% Chance to Break Stun each Turn
Divergent Divergent corp SMG 200-320 40% 0PP -

54% 0PP

90°

22m

  • Temporary Evasion boost
EG Turret corp - 1150-4130 74% 2PP -

86% 3PP

135°

20m

  • Drone
  • Immobile
  • Only appears PL3-PL10
E-Medic E-Medic corp UAR 250-760 65% 1PP -

85% 3PP

120°

20m

  • Throws healing canisters
FireCOM FireCOM corp UAR 250-510 74% 1PP -

80% 1PP

90°

18m

  • Full-Auto
Guard Guard corp AR 200-330 33% 0PP -

40% 0PP

90°

18m

Guard Bladesman Guard Bladesman corp Blade 250-400 65% 1PP -

80% 1PP

90°

18m

Guard Captain Guard Captain corp UAR 240-500 65% 1PP -

85% 3PP

90°

20m

  • 50% Chance to Break Stun each Turn
Guard Shotgun Guard Shotgun corp Shotgun 250-400 74% 1PP -

80% 1PP

90°

18m

Guard Sniper Guard Sniper corp Sniper 200-330 40% 0PP -

54% 0PP

90°

22m

Hover Tank corp - 1285-3148 74% 2PP -

84% 3PP

120°

24m

  • Drone
  • Only appears PL4+
  • 90% Chance to Break Stun each Turn
  • 100% Chance to continue after Overwatch Hit
Mecha Infantry Mecha Infantry corp AR 530-1030 77% 4PP -

82% 5PP

90°

22m

  • Drone
  • Only appears PL4+
MG Turret corp - 1242-5039 74% 2PP -

86% 3PP

120°

22m

  • Drone
  • Immobile
  • Only appears PL3+
Sentinel Exec corp Shotgun 368-1132 65% 2PP -

95% 4PP

120°

18m

  • Only appears in Hardened Target stages
  • 60% Chance to Break Stun each Turn
Suppressant Suppressant corp Shotgun 250-400 65% 1PP -

85% 3PP

90°

22m

  • Throws concussion grenades
KEM Captain KEM Captain corp

[Kemco]

Shotgun 240-500 74% 1PP -

80% 1PP

90°

18m

  • 50% Chance to Break Stun each Turn
KEM Doc KEM Doc corp

[Kemco]

Shotgun 250-400 74% 1PP -

80% 1PP

90°

18m

  • 60% Chance to Break Stun each Turn
KEM Guard KEM Guard corp

[Kemco]

AR 200-330 33% 0PP -

40% 0PP

90°

18m

Barrage corp

[Matsumoto]

Shotgun 225-360 74% 1PP -

80% 1PP

90°

18m

  • 50% Chance to Break Stun each Turn
  • +5% Evasion
  • +3 Initiative
  • +20% Move Speed
Field Sgt corp

[Matsumoto]

Blade 225-460 74% 1PP -

80% 1PP

90°

18m

  • Temporary Invisibility
  • 50% Chance to Break Stun each Turn
  • +5% Evasion
  • +3 Initiative
  • +20% Move Speed
Highkick corp

[Matsumoto]

Shotgun 250-400 65% 1PP -

85% 3PP

90°

18m

  • Throws concussion grenades
  • Temporary move speed boost
Jade Spear corp

[Matsumoto]

E-Rifle 400-1230 65% 2PP -

95% 4PP

120°

18m

  • Only appears in Hardened Target stages
  • Temporary Invisibility
  • 50% Chance to Break Stun each Turn
  • +5% Evasion
  • +3 Initiative
  • +20% Move Speed
M-Class Infra corp

[Matsumoto]

E-Rifle 360-927 75% 3PP -

82% 5PP

120°

20m

  • Drone
  • 50% Chance to Break Stun each Turn
  • +5% Evasion
  • +3 Initiative
  • +20% Move Speed
M-Kai corp

[Matsumoto]

SMG 225-360 33% 0PP -

40% 0PP

90°

18m

  • 50% Chance to Break Stun each Turn
  • +5% Evasion
  • +3 Initiative
  • +20% Move Speed
M-Light corp

[Matsumoto]

SMG 225-360 33% 0PP -

40% 0PP

90°

18m

  • 50% Chance to Break Stun each Turn
  • +5% Evasion
  • +3 Initiative
  • +20% Move Speed
Silk corp

[Matsumoto]

Railgun 225-360 43% 0PP -

54% 0PP

90°

18m

  • 50% Chance to Break Stun each Turn
  • +5% Evasion
  • +3 Initiative
  • +20% Move Speed
MEK Lead corp

[McKellen]

UAR 240-625 65% 1PP -

85% 3PP

90°

18m

  • Full Auto
  • High security channel to Sec AI
  • 50% Chance to Break Stun each Turn
MEK Suit corp

[McKellen]

E-Rifle 500-1538 65% 1PP -

85% 3PP

120°

20m

  • Only appears in Hardened Target stages
  • 60% Chance to Break Stun each Turn
MK Crusher corp

[McKellen]

Shotgun 250-500 74% 1PP -

80% 1PP

90°

18m

  • 50% Chance to continue after Overwatch hit
MK FireCON corp

[McKellen]

UAR 250-500 74% 1PP -

80% 1PP

90°

18m

MK Flashboom corp

[McKellen]

Revolver 250-400 65% 1PP -

85% 3PP

90°

22m

  • Throws concussion grenades
  • Temporary invulnerability
MK Frontline corp

[McKellen]

UAR 250-760 65% 1PP -

85% 3PP

120°

20m

  • Throws healing canisters
  • Throws stim canisters
MK Heavylift corp

[McKellen]

E-Rifle 250-600 65% 1PP -

85% 3PP

90°

18m

  • 50% Chance to continue after Overwatch hit
MK Midweight corp

[McKellen]

AR 200-412 33% 0PP -

40% 0PP

90°

18m

VTOL corp

[milsec]

- 1012-2065 75% 3PP -

75% 4PP

120°

24m

  • Drone
  • Only appears PL4+
  • 90% Chance to Break Stun each Turn
  • 100% Chance to continue after Overwatch hit
  • +15% Evasion
2x Raptor corp

[UltraTek]

E-Rifle 448-1378 65% 1PP -

85% 3PP

120°

18m

  • Only appears in Hardened Target stages
  • 60% Chance to Break Stun each Turn
T-Assault T-Assault corp

[UltraTek]

Shotgun 250-400 74% 1PP -

80% 1PP

90°

18m

T-Capt T-Capt corp

[UltraTek]

Revolver 240-500 70% 2PP -

85% 3PP

90°

18m

  • 50% Chance to Break Stun each Turn
T-FireCOM T-FireCOM corp

[UltraTek]

UAR 250-400 74% 1PP -

80% 1PP

90°

18m

  • Full Auto
T-REX T-REX corp

[UltraTek]

AR 200-330 33% 0PP -

40% 0PP

90°

18m

Braun Rook corp

[WB]

Revolver 400-1230 65% 2PP -

95% 4PP

120°

18m

  • Only appears in Hardened Target stages
  • 60% Chance to Break Stun each Turn
WB Assault WB Assault corp

[WB]

Shotgun 250-400 74% 1PP -

80% 1PP

90°

18m

WB Captain WB Captain corp

[WB]

Revolver 240-500 65% 1PP -

85% 3PP

90°

18m

  • 50% Chance to Break Stun each Turn
WB FireCOM WB FireCOM corp

[WB]

UAR 250-400 74% 1PP -

80% 1PP

90°

18m

  • Full Auto
WB Guard WB Guard corp

[WB]

AR 200-330 33% 0PP -

40% 0PP

90°

18m

Grayblur street SMG 150- 270 36% 0PP -

50% 0PP

90°

18m

  • Temporary Evasion
Street Charger Street Charger street Shotgun 150-370 65% 1PP -

78% 1PP

90°

18m

Street King street ? ? ? ?
  • Only appears in Hardened Target stages
Street Shockstick Street Shockstick street Club 250-400 36% 0PP -

45% 0PP

90°

18m

Brutewain Brutewain street

[Blue Ox]

SMG 150-370 65% 1PP -

78% 1PP

90°

18m

  • Throws sticky grenades
Bulwark Bulwark street

[Blue Ox]

Shotgun 150-370 36% 0PP -

50% 0PP

90°

18m

  • Throws Hardskin canisters
Detonator Detonator street

[Fenian]

SMG 150-370 65% 1PP -

78% 1PP

90°

18m

  • Throws Pure Dmg grenades
  • 60% Chance to Break Stun each Turn
F-Duster F-Duster street

[Fenian]

AR 150-370 36% 0PP -

50% 0PP

90°

18m

  • Throws berzerker canisters
Free Gunner Free Gunner street

[FSC]

SMG 150-370 30% 0PP -

40% 0PP

90°

18m

Havoc Jackal street

[FSC]

? ? ? ?
  • Only appears in Hardened Target stages
Po-Bot Po-Bot street

[FSC]

Shotgun 400-760 65% 1PP -

85% 3PP

120°

20m

  • Drone
Z-Edge Z-Edge street

[FSC]

Blade 200-360 36% 0PP -

45% 0PP

90°

18m

Z-Rusher Z-Rusher street

[FSC]

Club 225-390 36% 0PP -

45% 0PP

90°

18m

Patchmax Patchmax street

[Los Z]

SMG 150-370 36% 0PP -

50% 0PP

90°

18m

  • Throws action boost canisters
Slagga Slagga street

[Los Z]

SMG 150-370 65% 1PP -

78% 1PP

90°

18m

  • Throws armor melting grenades
Grunt Caotain Grunt Captain street,

syndicate

SMG 200-360 65% 1PP -

78% 1PP

120°

20m

  • 40% Chance to Break Stun each Turn
Street Berserk Street Berserk street,

syndicate

Blade 250-400 36% 0PP -

45% 0PP

90°

18m

Street Sniper Street Sniper street,

syndicate

Sniper 150-370 40% 0PP -

54% 0PP

90°

22m

Street Warrior Street Warrior street,

syndicate

SMG 150-370 30% 0PP -

40% 0PP

90°

18m

Wildfire Wildfire street,

syndicate

UAR 150-370 65% 1PP -

78% 1PP

90°

18m

  • Full Auto
  • +2 Initiative
  • +10% Move Speed
Blooder Blooder syndicate UAR 150-370 36% 0PP -

50% 0PP

90°

18m

  • Throws shrapnel grenades
Bloodright syndicate AR 328-1009 65% 1PP -

85% 3PP

120°

20m

  • Only appears in Hardened Target stages
  • 60% Chance to Break Stun each Turn
Chopshop Chopshop syndicate Blade 225-390 65% 1PP -

78% 1PP

90°

18m

  • Temporary Invulnerability
Shocktop Shocktop syndicate Club 225-390 65% 1PP -

78% 1PP

90°

18m

  • Stun Clubs
Whistler Whistler syndicate SMG 150-270 36% 0PP -

50% 0PP

120°

20m

  • Dmg Over Time bullets
  • Full Auto
Unique Enemies
IMAGE Class FACTION WEAPON HP Range Armor Range FoV SPECIAL ABILITIES
Baby Hunter Head Hunters

[Baby Jack]

Shotgun 400-1050 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Sun each Turn
Baby Jack Head Hunters

[Baby Jack]

AR 448-1378 65% 1PP -

85% 3PP

120°

20m

  • 75% Chance to Break Stun each Turn
  • +25% Crit Chance
  • +25% Armor Shred
  • +3 Initiative
Baby Sniper Head Hunters

[Baby Jack]

Sniper 320-840 40% 0PP -

54% 0PP

120°

20m

  • 60% Chance to Break Stun each Turn
Baby Stalker Head Hunters

[Baby Jack]

Blade 400-1050 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Le Sidewinder Head Hunters

[Le Sidewinder]

E-Rifle 460-1624 65% 2PP -

95% 4PP

120°

20m

  • 75% Chance to Break Stun each Turn
  • +10% Built-in Armor
  • +3 Initiative
Macha Blue Head Hunters

[Macha Gold]

Sniper 320-840 65% 1PP -

78% 1OO

120°

20m

  • 60% Chance to Break Stun each Turn
Macha Gold Head Hunters

[Macha Gold]

Blade 460-1414 65% 2PP -

90% 4PP

120°

20m

  • 75% Chance to Break Stun each Turn
  • +10% Built-in Armor
  • +3 Initiative
Macha Stalker Head Hunters

[Macha Gold]

Sniper 384-1008 65% 1PP -

78% 1OO

120°

20m

  • 60% Chance to Break Stun each Turn
Ostrek Head Hunters

[Macha Gold]

Blade 320-840 65% 1PP -

85% 3PP

120°

20m

  • 60% Chance to Break Stun each Turn
Armistice Head Hunters

[Razorback]

Shotgun 320-840 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Gego Head Hunters

[Razorback]

Shotgun 320-840 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Razorback Head Hunters

[Razorback]

Shotgun 380-1168 65% 1PP -

85% 3PP

120°

20m

  • 75% Chance to Break Stun each Turn
  • +10% Built-in Armor
  • +25% Evasion
  • +2 Initiative
Sledge Head Hunters

[Razorback]

Shotgun 320-840 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Cowboy Sam Head Hunters

[Six Gun Val]

E-Rifle 358-941 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Mojo Head Hunters

[Six Gun Val]

Revolver 378-991 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Six Gun Val Head Hunters

[Six Gun Val]

Revolver 460-1624 65% 2PP -

95% 4PP

120°

20m

  • 60% Chance to Break Stun each Turn
Space Hat Head Hunters

[Six Gun Val]

E-Rifle 358-941 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Diablo White Head Hunters

[War Elephant]

Shotgun 378-991 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Downrange Head Hunters

[War Elephant]

Sniper 358-941 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
Shooter Head Hunters

[War Elephant]

Sniper 358-941 74% 1PP -

80% 1PP

120°

20m

  • 60% Chance to Break Stun each Turn
War Elephant Head Hunters

[War Elephant]

Shotgun 480-1476 65% 1PP -

85% 3PP

120°

20m

  • 75% Chance to Break Stun each Turn
  • +25% Crit Chanc
  • +25 Armor Shred
  • +3 Initiative
Brauk Executioner SPECIAL Revolver 368-1132 65% 1PP -

85% 3PP

120°

20m

  • Only appears in Eleventh Hour
  • 75% Chance to Break Stun each Turn
  • +10% ALL Accuracy
  • +10% Crit Chance
  • +10% Armor Shred
  • +3 Initiative
Vix Belthorn SPECIAL SMG ? ? ?
  • Only appears in Straylight Flip
Duncan Ashwell SPECIAL UAR ? ? ?
  • Only appears in Red Mist Event
Octane SPECIAL Revolver 400-1050 65% 1PP -

85% 3PP

120°

20m

  • Only appears in Hoverdrop Wipe
  • Temporary Invulnerability
Zarik SPECIAL ? ? ? ?
  • Only appears in Transatlantic Fall
Lucretia Blue SPECIAL ? ? ? ?
  • Only appears in Southie Strut
Split-Eye SPECIAL E-Rifle 328-1009 65% 1PP -

85% 3PP

120°

20m

  • Only appears in Good Faith Slapdown
  • 60% Chance to Break Stun each Turn
Wireghost SPECIAL Pistol 200 33% 0PP 120°

20m

  • Only appears in Haven Smokeout
  • Always PL1 regardless of Mission Power Level
Rhino SPECIAL Sniper 320-840 40% 0PP -

54% 0PP

120°

20m

  • Only appears in High Street
Defector SPECIAL Revolver 200 33% 0PP 120°

20m

  • Only appears in Snitch Out Snuff
  • Always PL1 regardless of Mission Power Level