If a squad member earns the hatred of a powerful Contact, that Contact may hire Head Hunters to bring the squad down.
Head Hunters are unique enemy squads that have a percentage chance to appear mid-mission and try to terminate the Mission team. They are independent from other enemies on the map and will quite happily cut through them to get to the team, potentially throwing the heist into chaos and setting off security Escalations that add to the team's difficulties. The distraction may give an opportunity to quickly wrap up objectives and get out, but Head Hunters are relentless in pursuit of their targets and will probably try again on some future heist.
Contracts[edit | edit source]
Head Hunters are hired by Contacts who have a grudge against the squad. An enemy Contact with a Power Play tag can get an Influence Limit Break which sends a Head Hunter after their enemies. Some Storylines have branches which automatically result in Head Hunters at some future time. The contract is with a specific Head Hunter; this Head Hunter will try to intercept the merc squad during a Mission. A non-zero percentage will be added to the Famous Head Hunters display in the top bar of the Safehouse screen.
If the Head Hunter fails to kill the Cyber Knight after several attempts, the Contact will cancel the contract. The probability for Famous Head Hunters will drop; if no other Head Hunters are seeking the Cyber Knight's squad, probability will be eliminated.
Head Hunter Attacks[edit | edit source]
The top bar of the Safehouse screen shows the probability of Famous Head Hunters. This probability will be applied to every Mission that the squad takes. High heat increases the probability of Head Hunters showing up. If Head Hunters are tracking the team, the minimum probability (at 0 Heat) is 15%. At 100 Heat, the maximum probability is 40%. The Face has a Talent, Bait the Trap, which makes a new Leverage available in Mission Planning: Feint in a Feint. This Leverage increases by a significant amount the probability of Head Hunters showing up. Essentially, the Leverage releases clues to trick the Head Hunters to a specific Mission so the team can ambush them.
Head Hunters can appear in most types of Missions, but will not spawn during solo hacking jobs, Raids, Battle Strike, or Siege jobs. At the moment the team enters a Mission, a random roll determines whether a Head Hunter squad will show up. If the roll is successful, the Head Hunter squad will spawn at the beginning of Turn 4, 5, or 6. If more than one Head Hunter is after the team, which one arrives is determined randomly.
The Head Hunter squad will spawn like normal reinforcements at an entrance and will start heading for the merc squad. The Head Hunters know where the merc squad is and heads toward the Cyber Knight if present. If the Knight is not present, the Head Hunters pick a different mercenary to target. The Head Hunters are not friendly with the local defense forces; local defenses will attack the Head Hunter and his team. The Head Hunters are focused on reaching their target and will ignore local forces unless they get in the way. If the Head Hunter squad is heard firing guns, spotted by guards, or detected by security devices, reports to the AI will raise security tally as it would for any other intruder.
There are two ways to stop a Head Hunter from coming after you forever - kill their leader or avoid them enough times that the Contact cancels the bounty. If the Head Hunter is taken down, their second-in-command and other henchmen will still fight on for the rest of the Mission, but it will end the threat of ambushes from them on future jobs and will burn the Contact that hired them with additional Exposure as well. If the merc squad instead flees, they may be able to escape the Head Hunter a few times and end the bounty without being forced into a high-stakes battle.
Famous Head Hunters[edit | edit source]
| Baby Jack | Leading a company of ex-special ops milsec soldiers who are out to make a living, Baby Jack doesn't take anything too seriously except the tactics. His squad is a balanced mix of weapons, armor and abilities that forms a cohesive unit, capable of fighting in a wide range of configurations and ranges. Baby Jack likes to have a laugh and brag about his kills. | |
| Macha Gold | Two highly trained sniper teammates cover Macha Gold and his second, Ostrek, while they advance to close-range so they can corner and kill their bounties personally. Relying on Cybersword techniques, Aegis Shield and a powerful cocktail of combat drugs mixed up for their team by Ostrek, these Head Hunters close quickly, mixing long and short range death. Arrogant, in love with his name, and sure that he is the top of the heap, Macha Gold loves to talk trash. | |
| Razorback & Armistice | The roar of shotguns follow Razorback and Armistice wherever they lead. The two were corporate soldiers in the Pacific Rim during the Quiet Wars and have continued their career in the private head-taking sector. Backed by Gego and Sledge, this 4-member team is extremely fast moving and all carry assault shotguns, ready to lay waste to their enemies' armor and health. Ex-corporate, these two are buttoned up, serious and grim. They aren't having any fun but they're making bank. | |
| Six-Gun Val | Six-Gun Val and his crew dish out Pure Damage from their Revolvers and E-Rifles. His crew is flamboyant and Six-Gun styles himself a modern cowboy, hunting down the rattlers of the New Boston Zone. His crew loves an old-style gun fight.
Six Gun Val cannot appear before Team Power Level 3
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| Le Sidewinder | Le Sidewinder is known for rolling with an escort of mechanized infantry. Four Po-Bots accompany this Head Hunter on his bounty hunts. The unusual size (five members) and mechanical nature of Le Sidewinder's team make him a formidable challenge when he comes calling. Like his namesake, Le Sidewinder strikes at close range. The Po-Bots wield Shotguns while Le Sidewinder uses an E-Rifle. Beware getting close!
Le Sidewinder and his drones are particularly difficult and cannot appear before Team Power Level 4. |
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| War Elephant | War Elephant is as bombastic as his name. His bluster is well known among the mercenaries and paramilitary groups of New Boston. Regardless of his exaggerated sense of power, War Elephant runs his squad with military precision. Armed with Sniper Rifles and Shotguns, his team has both long-range and short-range combat covered.
War Elephant cannot appear before Team Power Level 3. |





