====== Guards ====== > //It is corporate policy to invest in life insurance for each and every one of its valued employees. In event of accident causing injury or permanent system failure, dependants will receive insurance benefits in an order as noted by form CSF-312.// **Guards** are enemy units who protect corporate [[:facility|facilities]]. There are various types of guard, with different abilities and characteristics; the number of guards and the types of guard in a facility depend on the [[:corporation]] and the [[:mission difficulty]], as well as the [[:mission]] type itself and the [[:modes:|game difficulty setting]]. Guards are [[class|classified]] roughly according to their relative danger to the player, with "Common", "Elite", "Lvl 2 Elite" and "OMNI" guards appearing at progressively higher mission difficulties. [[:Agents:]] can [[:attack]] guards, but the guards in any facility will usually outmatch the agency in raw firepower; so hiding from guards or [[:strategy:distraction|distracting]] them is often a better option than fighting. It is therefore important to understand [[:guard behaviour]]. Most types of human enemy, including [[#civilians]], have a [[:vision]] range of 8 tiles in a 45° arc, and a [[:vision#peripheral vision]] range of 10 tiles in a 90° arc; they can also hear [[:noise]]. ===== Armed guards ===== Most guards are armed with guns, so they can [[:guard behaviour#overwatch]] and shoot agents or other agency-controlled units, dealing [[:lethal damage]] at range. Armed guards can also [[:guard behaviour#breaching doors|breach doors]], destroying the door and [[:KO|knocking out]] any agent on the other side. Many guards have [[:armor]]. ^ ^ Guard ^ Class ^ Armor ^ Movement ^ Description ^ | {{:guards:icons:barrier_guard.png}} | [[Barrier Guard]] \\ (Security Guard) | Elite | X | 8 AP | Has [[:armor]] equal to his [[:firewalls]]. | | {{:guards:icons:elite_barrier_guard.png}}| [[Elite Barrier Guard]] [icon:CP] \\ (Elite Security) | Lvl 2 Elite | X | 8 AP | Has [[:armor]] equal to his [[:firewalls]]. | | {{:guards:icons:captain.png}} | [[Captain]] | --- | --- | 8 AP | Appears in [[:missions:Detention Centers]], some [[:missions:Security Dispatch|Security Dispatches]] and some [[:missions:Vaults]]. | | {{:guards:icons:captain.png}} | [[Enforcer]] | --- | --- | 8 AP | Arrives at high [[:alarm levels]], when [[:daemons:Validate]] is triggered, and on some scripted events. Throws [[Enforcer#Scan Grenades]] to detect agents in [[:cover]]. Always [[:guard behaviour#alerted]]; respawns if [[:lethal damage|killed]]. | | {{:guards:icons:enforcer.png}} | [[Elite Enforcer]] | --- | 1 | 8 AP | Arrives at high [[:alarm levels]], when [[:daemons:Validate]] is triggered, and on some scripted events. Throws [[Enforcer#Scan Grenades]] to detect agents in [[:cover]]. Always [[:guard behaviour#alerted]]; respawns if [[:lethal damage|killed]]. | | {{:guards:icons:flack_guard.png}} | [[Flack Guard]] [icon:CP] | Elite | X | 8 AP | Has [[:armor]] equal to the total number of times he has been [[:guard behaviour#alerted]] or [[:KO|knocked out]]. | | {{:guards:icons:heavy_security.png}} | [[Heavy Security]] | Elite | 2 | 6 AP | Has [[:KO#KO resistance]] 1, and a shorter movement range. | | {{:guards:icons:elite_heavy_security.png}} | [[Elite Heavy Security]] [icon:CP] | Lvl 2 Elite | 4 | 6 AP | Throws [[:items:Flash Grenades]] which explode at the end of the next player turn, dealing 2\ [[:KO]] damage to agents in a radius of 3 tiles. Has [[:KO#KO resistance]] 2, and a shorter movement range. | | {{:guards:icons:modded_mki.png}} | [[Modded MkI]] | Elite | --- | 8 AP | [[:rebooting#recapturing|Recaptures]] hacked [[:mainframe devices:]] within a radius of 6 tiles. While [[:KO|knocked out]], installs a [[:daemon]] on a random device. | | {{:guards:icons:modded_mki.png}} | [[Modded MkII]] [icon:CP] | Lvl 2 Elite | 1 | 8 AP | [[:rebooting#recapturing|Recaptures]] hacked [[:mainframe devices:]] within a radius of 8 tiles. While [[:KO|knocked out]], installs a [[:daemon]] on a random device. | | {{:guards:icons:omni.png}} | [[OMNI Harbinger]] | OMNI | 1 | 8 AP | | | {{:guards:icons:omni.png}} | [[OMNI Protector]] | OMNI | X | X + 6 AP | Has [[:armor]] equal to his [[:firewalls]], and [[:AP]] equal to his firewalls plus 6. | | {{:guards:icons:omni.png}} | [[OMNI Soldier]] | OMNI | 3 | 8 AP | --- | | {{:guards:icons:security_guard_ftm.png}} | [[Security Guard]] | Common | --- | 8 AP | --- | | {{:guards:icons:elite_security_ftm.png}} | [[Elite Security]] | Elite | 1 | 8 AP | --- | | {{:guards:icons:siren.png}} | [[Siren 1.0]] [icon:CP] | Elite | --- | 8 AP | When [[:guard behaviour#alerted]] or [[:KO|knocked out]], adds +1 [[:firewall]] to [[:mainframe devices:]] in a radius of 5 tiles. | | {{:guards:icons:siren_2.png}} | [[Siren 2.0]] [icon:CP] | Lvl 2 Elite | 1 | 8 AP | When [[:guard behaviour#alerted]] or [[:KO|knocked out]], adds +2 [[:firewalls]] to [[:mainframe devices:]] in a radius of 7 tiles. | | {{:guards:icons:spec_ops.png}} | [[Spec Ops]] | Elite | --- | 8 AP | Has 180° vision, no peripheral vision, and a reduced [[:noise#guard movement|movement noise]] radius. | | {{:guards:icons:elite_spec_ops.png}} | [[Elite Spec Ops]] [icon:CP] | Lvl 2 Elite | 1 | 8 AP | Has 180° vision, 360° peripheral vision, and a reduced [[:noise#guard movement|movement noise]] radius. | | {{:guards:icons:support_guard_ftm.png}} | [[Support Guard]] | Elite | --- | 8 AP | Throws [[:items:Flash Grenades]] which explode at the end of the next player turn, dealing 2\ [[:KO]] damage to agents in a radius of 3 tiles. | [icon:CP] Found in the [[:Contingency Plan]] DLC. ===== Civilians ===== > //Civilians. They're working late, aren't they? Maybe we should... interrogate them.// \\ ---[[:agents:Monst3r]] **Civilians** are unarmed enemy units which occur in some missions. Civilians cannot attack, and cannot become [[:guard behaviour#alerted]]; in a situation where a guard would normally become alerted, a civilian [[:guard behaviour#panicking|panics]] and flees the facility via the nearest [[:facility#guard entrances|guard entrance]]. ^ ^ Civilian ^ Class ^ Armor ^ Movement ^ Description ^ | {{:guards:icons:financial_executive.png}} | [[Financial Executive]] | --- | --- | 8 AP | Appears in [[:missions:Chief Financial Suite]] missions. | | {{:guards:icons:scientist.png}} | [[Scientist]] [icon:CP] | --- | --- | 8 AP | Appears in [[:missions:Program Compile]] side-missions, and the [[:missions:OMNI Foundry Lab]] mission. | [icon:CP] Found in the [[:Contingency Plan]] DLC. ===== Drones ===== **Drones** are robotic guards. Some drones are weaponized, but others can still see agents or otherwise detect them, potentially bringing other guards to [[:guard behaviour#investigating|investigate]]. Many drones occur only in [[:corporations:Sankaku]] facilities. Most types of drone have a [[:vision]] range of 8 tiles in a 90° arc, and no [[:vision#peripheral vision]]. All drones except [[Pulse Drones]] have [[:local scanners]], which scan for agents in a radius of 4 tiles, ignoring [[:cover#soft cover]]. Drones have no hearing, so [[:noise]] does not distract them, though noise can [[:guard behaviour:#alerted|alert]] drones by triggering a nearby [[:mainframe devices:Sound Bug]]. Drones are [[:mainframe devices:]], so they have [[:firewalls]] which can be hacked. When a drone is hacked it becomes temporarily controlled by the agency; controlled drones give the player 360° vision from their location, and can be moved by the player. Weaponized drones can be controlled to shoot other guards, or to shoot [[:mainframe devices:Security Cameras]]; [[Akuma Drones]] can also be controlled to destroy [[:doors]]. When the program [[:programs:Leash]] is installed, hacked drones remain controlled for one turn longer. Drones [[:rebooting|reboot]] when they return to the enemy's control after being hacked, or can be rebooted by [[:EMP]] damage. A rebooting drone can be [[:KO#pinning|pinned]] to stop its reboot timer from counting down. All drones except [[Pulse Drones]] become [[:guard behaviour#alerted]] after they finish rebooting. [[Camera Drones]] and [[Pulse Drones]] are "EMP vulnerable", meaning they are destroyed by EMP damage instead of rebooting. Drones cannot be [[:KO|knocked out]], but can be destroyed using [[:lethal damage|lethal]] weapons. ==== Weaponized Drones ==== ^ ^ Drone ^ Class ^ Base \\ firewalls ^ Armor ^ Movement ^ Controllable ^ Description ^ | {{:guards:icons:akuma_drone.png}} | [[Akuma Drone]] | Elite | 4 | 2 | 4 AP | 1 turn | Has 135° vision. Always has a [[:daemon]] initially installed. | | {{:guards:icons:akuma_drone_2.png}} | [[Akuma 2.0]] [icon:CP] | Lvl 2 Elite | 6 | 3 | 5 AP | 1 turn | Has 135° vision. Always has a [[:daemon]] initially installed. | | {{:guards:icons:obake_drone.png}} | [[Obake Drone v1.0]] | Common | 1 | --- | 6 AP | 1 turn | --- | | {{:guards:icons:obake_drone_2.png}} | [[Obake Drone v2.0]] | Elite | 2 | 1 | 6 AP | 1 turn | --- | [icon:CP] Found in the [[:Contingency Plan]] DLC. ==== Utility Drones ==== ^ ^ Drone ^ Class ^ Base \\ firewalls ^ Armor ^ Movement ^ Controllable ^ Description ^ | {{:guards:icons:camera_drone.png}} | [[Camera Drone]] | Common Drone | 1 | --- | 6 AP | 2 turns | EMP vulnerable. | | {{:guards:icons:null_drone.png}} | [[Null Drone]] | Elite | 3 | --- | 6 AP | 1 turn | Prevents hacking by [[:Incognita]] in a range of 4 tiles. Always has a [[:daemon]] initially installed. | | {{:guards:icons:null_drone_2.png}} | [[Null Drone 2.0]] [icon:CP] | Lvl 2 Elite | 6 | 1 | 6 AP | 1 turn | Prevents hacking by [[:Incognita]] in a range of 6 tiles. Always has a [[:daemon]] initially installed. | | {{:guards:icons:pulse_drone.png}} | [[Pulse Drone]] [icon:CP] | Common Drone | 1 | --- | 8 AP | 2 turns | Scans at the start of each enemy turn, to detect agents within a radius of almost 6 tiles. Has no vision; EMP vulnerable. | | {{:guards:icons:camera_drone.png}} | [[Refit Drone]] [icon:CP] | --- | 1 | --- | 6 AP | 2 turns | Occurs in the [[:missions:Drone Rescue]] side-mission. EMP vulnerable. | [icon:CP] Found in the [[:Contingency Plan]] DLC. {{tag>incomplete}}