Every hostile (and your own bodyguard) is an opponent with a fixed set of combat numbers: health, damage and speed multipliers, how often they stun, retreat or rush you, and which weapon they carry. Enemies start to spawn from cartel level 4 (see Cartel Progression), and the cartel settings for Enemy amount, Enemy damage and Player damage scale them (see Cartel Settings & Difficulty Presets). Weapons are covered on Melee Weapons & Combat, and the crimes that bring police and militia on you on Wanted Level, Militia Raids & Arrests.
Reading the tables. Values are the defaults of each opponent class. Damage x and Speed x multiply the base weapon damage and movement speed. Chances are 0 to 1 (0.25 = 25%). Damage resistance is shown as stored; its scale is not documented. Speeds are in game units per second. Individual enemies placed in the world can override these values, and how "bleed chance" and "rush" are applied is decided in script.
Contents: Police, militia, thugs and civilians · Bosses · How enemies notice you · Base opponent defaults
Police, militia, thugs and civilians
| Enemy | Faction | Health | Damage x | Speed x | Damage resist. | Weapon | Stun chance | Weapon drop on stun | Retreat chance | Bleed chance | Rush chance | Rush every | Combat speed | Chase speed |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Police officer | POL | 120 | 1.1 | 1.3 | 2.5 | Police Bat 22 base damage | 0.25 | 0.35 | 0.15 | 1 | 0.7 | 6 | 330 | 900 |
| Militia officer | MIL | 150 | 1.2 | 1.35 | 5.5 | Police Bat 22 base damage | 0.1 | 0.25 | 0 | 0.5 | 0.8 | 4 | 350 | 1,000 |
| Militia officer (raid) | MIL | 300 | 1.3 | 1.35 | 20 | — | 0.1 | 0 | 0 | 0.25 | 0.9 | 4 | 280 | 1,100 |
| Militia officer (prison camp) | MIL | 150 | 1.2 | 1.35 | 5.5 | Police Bat 22 base damage | 0.1 | 0.25 | 0 | 0.5 | 0.8 | 4 | 350 | 1,000 |
| Thug | THU | 80 | 0.9 | 1.15 | 0 | — | 0.35 | 0.5 | 0.35 | 1 | 0.6 | 8 | 310 | 850 |
| Thug (Rabin's Jungle) | THU | 80 | 0.9 | 1.15 | 0 | Machete 26 base damage | 0.35 | 0.5 | 0 | 1 | 0.8 | 8 | 310 | 850 |
| Quest target (bandit) | THU | 80 | 0.9 | 1.15 | 0 | — | 0.2 | 0.5 | 0.35 | 1 | 0.6 | 8 | 310 | 850 |
| Quest target (mission E20) | THU | 80 | 0.9 | 1.15 | 0 | Knife | 0.2 | 0.5 | 0.35 | 1 | 0.6 | 8 | 310 | 850 |
| Civilian | CIVIL | 55 | 0.8 | 0.55 | 1 | — | 0.4 | 0.5 | 2.5 | 1 | 0.2 | 3 | 200 | 900 |
| Bodyguard (Muscle, your ally) | PLA | 150 | 1 | 1 | 5 | — | 0 | 0 | 0 | 0.6 | 0.3 | 4 | 280 | 900 |
| Timmy (base opponent) | — | 80 | 1 | 1 | 0 | — | 0.5 | 0.5 | 1 | 1 | — | — | 310 | 900 |
Bosses
Bosses are thug leaders with much more health and resistance. Each carries a signature weapon, never retreats and rushes often. Their clothing drops are on Clothing & Apparel.
| Boss | Area | Faction | Health | Damage x | Speed x | Damage resist. | Weapon | Stun chance | Weapon drop on stun | Retreat chance | Bleed chance | Rush chance | Rush every | Combat speed | Chase speed |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Thug Prime | — | THU | 250 | 1.1 | 1.4 | 13 | Soul Ripper 45 base damage | 0.1 | 0.4 | 0 | 0.9 | 0.85 | 6 | 360 | 1,000 |
| Lunatic | Callejon | THU | 160 | 1 | 1.2 | 6 | Merciless Mayhem 20 base damage | 0.25 | 0.5 | 0 | 1 | 0.88 | 6 | 360 | 1,000 |
| Blade | Jungle | THU | 200 | 1 | 1.7 | 10 | Knavish Karma 20 base damage | 0.15 | 0.5 | 0 | 0.9 | 0.9 | 3.5 | 360 | 1,000 |
| Hooligan | Slavs Bay | THU | 200 | 1 | 1.3 | 9 | Bat Plug 33 base damage | 0.15 | 0.5 | 0 | 1 | 0.8 | 8 | 360 | 1,000 |
| Yakuza | Bahía de Oro – Favela district | THU | 280 | 1.1 | 1.5 | 12 | Shadow of the Fog (WIP) 40 base damage | 0.1 | 0.4 | 0 | 0.9 | 0.85 | 8 | 360 | 1,000 |
| Rabin's boss | Rabin's Jungle | THU | 180 | 1.1 | 1.3 | 10 | Baseball bat 25 base damage | 0.2 | 0.5 | 0 | 0.5 | 0.76 | 3 | 310 | 850 |
| Jamaican boss | La Colina Sangrienta | JAM | 1,300 | 1.25 | 1 | 70 | Machete 26 base damage | 0 | 0 | 0 | 0 | 0.9 | 4 | 310 | 900 |
The "Jamaican boss" class has 1,300 health and 70 damage resistance, far above every other opponent, and has its own dialogue class, so it looks like a story fight rather than a roaming boss. The boss areas are taken from the class names.
How enemies notice you
| Value | Amount |
|---|---|
| Sight range (close) | 700 units |
| Sight range (far) | 2,500 units |
| Peripheral vision multiplier | 0.25 |
| Aggro distance (all opponents) | 1,000 units |
| Patrol speed | 170 |
| Rush speed | 1,100 |
The perception component stores a close sight range of 700 units and a far sight range of 2,500 units, with weaker peripheral vision. Aggro distance and chase speed are per opponent. Your Visibility and Sus stats (see Player Stats & Attributes) are likely to affect how quickly they notice you, but the class dumps do not confirm it.
Base opponent defaults
An opponent class that does not set a value inherits the base: 80 health, damage and speed multipliers of 1, a 50% stun chance and a combat speed of 310. Civilians are the weakest opponents (55 health, retreat chance 2.5) and the raid militia are the toughest regular enemy. Weapon numbers (damage, range, swing speed, stamina per swing) come from the weapon table; see the weapon list on the melee page.
Source: game Blueprint class dumps (default values of the opponent classes) and DataTables. Values are class defaults as stored in the current Steam build; individual placed enemies may override them.
by xDqwg
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