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 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 game difficulty setting. Guards are 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 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 peripheral vision range of 10 tiles in a 90° arc; they can also hear noise.
Most guards are armed with guns, so they can overwatch and shoot agents or other agency-controlled units, dealing lethal damage at range. Armed guards can also breach doors, destroying the door and knocking out any agent on the other side. Many guards have armor.
Guard | Class | Armor | Movement | Description | |
---|---|---|---|---|---|
Barrier Guard (Security Guard) | Elite | X | 8 AP | Has armor equal to his firewalls. | |
Elite Barrier Guard (Elite Security) | Lvl 2 Elite | X | 8 AP | Has armor equal to his firewalls. | |
Captain | — | — | 8 AP | Appears in Detention Centers, some Security Dispatches and some Vaults. | |
Enforcer | — | — | 8 AP | Arrives at high alarm levels, when Validate is triggered, and on some scripted events. Throws Scan Grenades to detect agents in cover. Always alerted; respawns if killed. | |
Elite Enforcer | — | 1 | 8 AP | Arrives at high alarm levels, when Validate is triggered, and on some scripted events. Throws Scan Grenades to detect agents in cover. Always alerted; respawns if killed. | |
Flack Guard | Elite | X | 8 AP | Has armor equal to the total number of times he has been alerted or knocked out. | |
Heavy Security | Elite | 2 | 6 AP | Has KO resistance 1, and a shorter movement range. | |
Elite Heavy Security | Lvl 2 Elite | 4 | 6 AP | Throws 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 resistance 2, and a shorter movement range. | |
Modded MkI | Elite | — | 8 AP | Recaptures hacked mainframe devices within a radius of 6 tiles. While knocked out, installs a daemon on a random device. | |
Modded MkII | Lvl 2 Elite | 1 | 8 AP | Recaptures hacked mainframe devices within a radius of 8 tiles. While knocked out, installs a daemon on a random device. | |
OMNI Harbinger | OMNI | 1 | 8 AP | ||
OMNI Protector | OMNI | X | X + 6 AP | Has armor equal to his firewalls, and AP equal to his firewalls plus 6. | |
OMNI Soldier | OMNI | 3 | 8 AP | — | |
Security Guard | Common | — | 8 AP | — | |
Elite Security | Elite | 1 | 8 AP | — | |
Siren 1.0 | Elite | — | 8 AP | When alerted or knocked out, adds +1 firewall to mainframe devices in a radius of 5 tiles. | |
Siren 2.0 | Lvl 2 Elite | 1 | 8 AP | When alerted or knocked out, adds +2 firewalls to mainframe devices in a radius of 7 tiles. | |
Spec Ops | Elite | — | 8 AP | Has 180° vision, no peripheral vision, and a reduced movement noise radius. | |
Elite Spec Ops | Lvl 2 Elite | 1 | 8 AP | Has 180° vision, 360° peripheral vision, and a reduced movement noise radius. | |
Support Guard | Elite | — | 8 AP | Throws Flash Grenades which explode at the end of the next player turn, dealing 2 KO damage to agents in a radius of 3 tiles. |
Found in the Contingency Plan DLC.
Civilians. They're working late, aren't they? Maybe we should… interrogate them.
—Monst3r
Civilians are unarmed enemy units which occur in some missions. Civilians cannot attack, and cannot become alerted; in a situation where a guard would normally become alerted, a civilian panics and flees the facility via the nearest guard entrance.
Civilian | Class | Armor | Movement | Description | |
---|---|---|---|---|---|
Financial Executive | — | — | 8 AP | Appears in Chief Financial Suite missions. | |
Scientist | — | — | 8 AP | Appears in Program Compile side-missions, and the OMNI Foundry Lab mission. |
Found in the Contingency Plan DLC.
Drones are robotic guards. Some drones are weaponized, but others can still see agents or otherwise detect them, potentially bringing other guards to investigate. Many drones occur only in Sankaku facilities.
Most types of drone have a vision range of 8 tiles in a 90° arc, and no peripheral vision. All drones except Pulse Drones have local scanners, which scan for agents in a radius of 4 tiles, ignoring soft cover. Drones have no hearing, so noise does not distract them, though noise can alert drones by triggering a nearby 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 Security Cameras; Akuma Drones can also be controlled to destroy doors. When the program Leash is installed, hacked drones remain controlled for one turn longer.
Drones reboot when they return to the enemy's control after being hacked, or can be rebooted by EMP damage. A rebooting drone can be pinned to stop its reboot timer from counting down. All drones except Pulse Drones become 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 knocked out, but can be destroyed using lethal weapons.
Drone | Class | Base firewalls | Armor | Movement | Controllable | Description | |
---|---|---|---|---|---|---|---|
Akuma Drone | Elite | 4 | 2 | 4 AP | 1 turn | Has 135° vision. Always has a daemon initially installed. | |
Akuma 2.0 | Lvl 2 Elite | 6 | 3 | 5 AP | 1 turn | Has 135° vision. Always has a daemon initially installed. | |
Obake Drone v1.0 | Common | 1 | — | 6 AP | 1 turn | — | |
Obake Drone v2.0 | Elite | 2 | 1 | 6 AP | 1 turn | — |
Found in the Contingency Plan DLC.
Drone | Class | Base firewalls | Armor | Movement | Controllable | Description | |
---|---|---|---|---|---|---|---|
Camera Drone | Common Drone | 1 | — | 6 AP | 2 turns | EMP vulnerable. | |
Null Drone | Elite | 3 | — | 6 AP | 1 turn | Prevents hacking by Incognita in a range of 4 tiles. Always has a daemon initially installed. | |
Null Drone 2.0 | 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. | |
Pulse Drone | 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. | |
Refit Drone | — | 1 | — | 6 AP | 2 turns | Occurs in the Drone Rescue side-mission. EMP vulnerable. |
Found in the Contingency Plan DLC.