Thrall
A smoothed civilian in step and smiling. Knock them down and the Pin drops into safe mode for a lucid minute. Never dead.
Willing Militia
A believer with a rifle and a Pin they kept on purpose. Fires 3-round bursts from half cover, then ducks.
Warden
A volunteer brain in a white Concierge frame. Blocks 65% from the front; the guard drops while it swings and breaks after soaking 40% of its HP. Flank it.
Watcher Drone
A floating eye with a stun-dart rig. Keeps its distance, alerts everything within 5 tiles and calls reinforcements. Kill it first.
Hunter-Hound
A quadruped chassis built to run you down. A red pounce line shows for 0.6 s, then it leaps. Slip sideways; it's fragile once it lands.
Sergeant Vey Boss
Warden riot captain of the Night Market checkpoint. Shield-front, a bash cone, a planted shield wall; at half health the drones come, the cuffs fly and she charges.
Warden Scanner
A Warden with a visor that sweeps. Its pale-blue scan cone (1 s) Marks whoever it catches (+15% damage taken for 8 s) and wakes everything within 7 tiles. Break line of sight, or kill it and the Mark stops coming back.
Restraint Officer
A grey-plate Warden who carries the cuffs. Every 9 s a grey ring closes on you (1 s), then holds you for 1.8 s while it walks up with the baton. Step out of the ring, or Slip to tear the cuffs.
Warden Lancer
A red-visored Warden with a shock lance. It lights a lane for 0.8 s, then charges down it. If the lane ends in a wall it Short-circuits itself for 1.2 s: stand with a wall at your back, step aside, punish.
Bulwark Warden
A heavy Warden behind a tower shield: its front blocks 85% (energy halves that). Every 14 s it plants a shield wall for 4 s that stops your shots for everyone behind it. Flank it, or pull it off its packmates.
Arc Warden
A Warden with coils on its back. It links itself to a packmate with a lightning tether (a 1 s warning line first); crossing the tether Shocks you. Walk round it, or kill either end and the line drops.
Duty Officer
A gold-trimmed Warden who runs the detail. Its Oath aura gives every Warden near it +1 AC and 5% less damage (the pale-blue tethers), badly hurt it calls one more, and it designates you for the whole squad. Drop it and its Wardens lose signal for 1.5 s.
Sergeant Imre Dask
The curfew's crowd-control sergeant. Plants four Cordon Pylons round you; lightning links them (a 1 s line first) and touching a link Shocks and throws you back. Below 60% the fence steps in a tile every 8 s and it charges through any gap. Break the pylon nearest cover and get out.
Cordon Pylon
A Warden cordon post. Neighbouring pylons link with lightning once a 1 s warning line has shown; a link Shocks and throws back anyone who touches it. Stun a pylon and its links drop; break it and the gap stays open.
Willing Marksman
A believer with a long rifle who likes the far end of the street. An amber aim line tracks you for 1.2 s, then locks red: the shot does double. Pillars and crates eat it. Step aside the moment it locks.
Kindness Officer
A medic with an amber armband and a kind voice. When a packmate is hurt it channels a green circle for 1.5 s that heals every ally inside by 15%, and wards them with a barrier. A hit for 10% of its health or any stun interrupts it. Kill it first.
Orderly
Ward staff with a baton and a sedative dart gun. Darts you from range (Lagged 2 s: slower moves and attacks), then walks in swinging. Close fast or kite out past the darts; Stim clears the sedative.
Grenadier
A heavy with a launcher who stays at the back. Lobs two-grenade volleys (amber circles, 1.3 s) wherever you stand and backs away when you close in. Keep moving, then dive it: up close it only has a sidearm.
Technician
A hi-vis tech who keeps the machines running. Deploys a Sentry Post (a white ring first; at most two per fight) and patches Chassis and turrets with a green channel. Kill the tech and its turret powers down.
Sentry Post
A tripod turret on a slow motor: it turns about 75° a second and only fires down its own barrel. The front plate blocks half. Circle it faster than it can turn, or kill the Technician and it powers down.
Zealot
A masked believer with a stun prod who runs faster than you. A red pounce line shows for 0.6 s before it leaps; its prod Shocks. Slip sideways off the line, then it's as fragile as anyone.
Shift Sergeant
The Willing who walks the Night Shift: six Thralls in step, Overclocked while they're near its megaphone (the pale-blue tethers), and Militia on call. Reach the sergeant and the whole shift drops out of step at once; its Militia scatter.
Lockstep Thrall
One of a crowd that hears the same jingle. They surge on every beat and on the fourth they all lunge at once down short red lines. Slip on the beat and the whole crowd misses.
Hauler
A dock loader still doing the job in its sleep. Slow, heavy sweeps telegraphed by a wide red cone that throws you back; it plants in doorways. Step out of the cone, then punish the slow recovery.
Courier
A delivery runner who never stops running. It darts in down a 0.5 s line and hugs you still: Netted for 1.2 s while the crowd catches up. Slip tears it off and leaves it sprawled.
Chorister
Hangs back humming the jingle. Other Thralls within its green hum ring Regen every second (a few points: it props a crowd up, not a champion). Its soft psychic cone Lags you. Down it first or the crowd keeps getting back up.
Pacer
Wears the broadcast pack that keeps the crowd in step: its mast flashes on every beat and a pale tether runs to each Overclocked Thrall it drives. It stays at the back. Reach it and the whole crowd goes lucid at once.
Speaker Tower
A rattling pole of street speakers. Thralls near it Regen, and each live tower shields Saint Static (12% less damage per tower). When the Saint turns up the feedback, each tower fires a red cone at you. Break them first.
Saint Static
A street preacher wired into a speaker cart. Two Speaker Towers shield it and a Lockstep crowd marches to its hymn: a red ring round the cart when you close in, verses on you when you keep away. At half the towers feed back: three cones sweep in turn and each tower fires its own. Break the towers, keep moving, and the Saint and its crowd go lucid together.
Salvage Carrier
A hauling drone that strips scrap and spits out Ticks. Its swarm shields it (8% less damage per live Tick) and runs faster near it. Drop the Carrier and every Tick powers down; clear the Ticks and it's naked.
Scrap Tick
A fist-sized scrap crawler. Weaves in, lunges for the ankle. One good hit pops it; five at once is the problem.
Unit 0-Sorry
A maintenance Sentinel that apologises before every stomp. Red rings when it plants, mortar circles when you keep away; at half it sheds its plating, calls Ticks and charges in lit lanes.
Pop Drone
A fist of plate around a shaped charge. It flies straight at you, plants itself and shows a red ring for a second, then bursts. Shoot it on the way in, or inside the ring, and the charge never goes off. Step out if you can't.
Sentinel Walker
A two-legged gun platform. Its plated front blocks half of what hits it (energy wraps round: half that) and it turns slowly. The rear vents glow and take 50% more, and every 12 seconds it stops to vent heat: guard down, and it takes 25% more from every side. Circle it or wait for the purge, step out of the stomp ring, and keep moving under the mortar circles.
Grain Relay Mast
A field mast that feeds the Grain to every machine within five tiles: they run Overclocked and mend 2% a second, and a pale blue arc shows who it feeds. It never moves. Kill it first, or stun it to cut the feed; don't hug it when the coils light.
Hive Core
A plated hive bolted to the girders. Every 9 seconds a hatch opens and a Watcher launches (2 at a time, 5 in all). Kill the core and every Watcher it launched drops out of the air; or shoot them as they launch. It vents shrapnel if you crowd it.
Hound Pup
A half-size kennel chassis still learning the job. A short red pounce line, then a nip. Fragile, fast, and never alone: slip the line, and sweep them with area damage.
Packleader
The kennel's alpha rig, scarred over one eye. It hunts in chains: three lit pounce lanes back to back (five when it's been too long), then stands winded for a breath: that's your window. At half it howls in more pups and runs them Overclocked. Kill the pups first, or they go wild when it falls.
Process
A violet arrowhead with a white core: one of GLITCH's running tasks. It lights a lane for half a second, then lances down it. Step off the line and it overshoots; one good hit ends it.
Fork
A process that copies itself when it ends. Kill one and two smaller Forks boot from the wreck (a white ring, a second to assemble); kill those and they split again. Area damage clears the whole tree.
Watchdog
A wireframe hound that guards GLITCH's memory. When you keep away it blinks behind you (a violet ring marks where it lands; a solid hit cancels the jump), then bites in a cone. Turn to face it and Slip the bite.
Sandbox
A rotating cube that isolates threats. It drops a cage ring on you (1.0 s) and, while you're held, it wraps itself in a barrier. Slip or Stim out of the cage and the barrier collapses with it; hit it when you're free.
Sweeper
GLITCH's cleanup routine: a slow slab that eats the remains of downed daemons. Each wreck it reaches (a green channel; a solid hit or a stun cancels it) heals it and makes it 10% bigger and harder. Kill the small ones away from it, or burst it first.
Mirror
A spinning ring that lies about where it is. At 60% and 30% it splits: two copies boot beside it and it may swap places with one. Copies never cast and pop on any hit; the one putting shapes on the floor is real.
Mirror
A Mirror's reflection: it moves like the real one and wears its wounds, but it never casts and a single hit de-renders it. It fades after a while, or the moment the real Mirror falls.
Scheduler
A stacked queue of rings that keeps GLITCH's tasks running. It queues a new Process every 6 s (up to 4 at once) and overclocks the ones near it. Kill the Scheduler and every child process terminates on the spot.
Repo Runner
A day-rate contractor with a hook-knife and a hood. Filler that runs you down so the specialists can work. Cheap to drop.
Netter
Carries a net launcher and a roll of spare nets. A lime line shows for 0.7 s, then the net flies down it: Netted for 3.5 s. Step off the line; Slip or a Stim tears a net that lands.
Hookman
A harpoon gun on a winch. A violet circle lands on you for a full second, then the line drags you in for a swing (red cone). Leave the circle and the hook comes back empty.
Stalker
A ghost contractor under an adaptive cloak: only a shimmer, and it can't be targeted beyond a couple of tiles. It decloaks at your back and slashes down a red cone. Area damage, a zone or shots that pass close flush it out, and the cloak's cell gives out after 9 s.
Breacher
Carries a door torn off its hinges as a shield: 70% off anything from the front. Every few seconds it lights a lane and shoulder-charges down it. Flank it, or sidestep the charge and hit its back.
Tagger
Throws a blinking lime beacon. If it sticks you are Tagged for 8 s: every Repo shot bends toward you and hits 25% harder. Dodge the dart, or drop the Tagger and the beacon goes dark.
Repo Foreman
Holds the slate with your bounty on it. A lime aim line tracks you for a second, then you are Exposed and the whole crew turns on you; it calls one fresh pair of Runners. Drop the Foreman and the crew scatters: nobody fights for a boss who can't pay.
the Appraiser
Kindred's valuer in an executive coat and a lime visor, with a Netter and a Hookman on retainer. It prices you (Exposed, the crew focuses) and harpoons you in. At half it files liens (three grey circles that close into net cages), blinks to your flank, and every 20 s starts a 2.5 s Repossession pull on you. Hit it hard during the channel to break it, or get dragged in for a heavy blow.
the Anaesthetist Boss
Halo Medical's theatre doctor, gaunt in white behind a gas cart, a Pin halo over the mask. Pale-green clouds settle where you stand and slow you: keep moving. At two-thirds it strobes the theatre (step out of the white ring) and wheels in patients; at one-third it drags a correction chair down a lit lane, and the straps close where it stops. Get off the lane, then off the chair. It speaks softly the whole time.
Ward Patient
A caught Echo or a sleepwalker in a ward gown, re-pinned and walking in step with the ward. Slow and soft: knock it down and Steady it. It never carries anything worth taking.
Rail Signal
The girders' monorail signal. Every forty seconds the lane beside it fills red and hums for two seconds, then a train comes through at speed: it takes 40% of your health and swats any drone in the lane out of the air. Get into a pillar alcove, or pull the drones in after you.
Rail Signal
The girders' monorail signal. Every forty seconds the lane beside it fills red and hums for two seconds, then a train comes through at speed: it takes 40% of your health and swats any drone in the lane out of the air. Get into a pillar alcove, or pull the drones in after you.
Kindred Locker
A Kindred evidence locker bolted to the deck: whatever the kennel confiscated goes in here. It doesn't fight back. Break it open.
Packleader Boss
The kennel's alpha rig, fought in its own yard. Three lit pounce lanes back to back (five once it's been too long), then a winded breath: your window. The yard's pillar alcoves stop a pounce cold, and the train runs through the middle: bait a lane into the rail and the train staggers it. At half it howls more pups in and runs them Overclocked.
Pump Node
A Grain pump valve on mast 7's main: it pushes the signal through the water. It won't chase you, but crowd it and it vents scalding steam. Break it and one of the Undercode's run queues dies with it.
Pump Sentinel Boss
Physical half of the Sump Relay's boss: a pump-station walker rooted in mast 7. Step out of the stomp ring, and step off the three-lane beam sweep. At 60% a Grain shield holds while its twin, the Closed Ticket, stands: hits fill a stagger meter instead. Stagger one, phase-flip at a jack chair, and the other's shield is down for 8 seconds.
the Closed Ticket Boss
Undercode half of the Sump Relay's boss: a Kindred scheduler from 2069, shaped like a rubber stamp. A white square fills on the floor for a second, then it slams CLOSED there. Keep moving. At 60% a Grain shield holds while its twin, the Pump Sentinel, stands; stagger one and cross over.
the Kennelmaster Boss
A Sentinel walker with cages slung on its flanks and a whistle where its voice should be. Its front plating eats half of what hits it: circle it. Mortar circles land in turn; a hound pair comes off the leash every twenty seconds. At 70% the kennel doors break and the plating snaps back to face you unless you hit it hard (or stun it). At 35% it whistles every dog home, then charges the atrium down lit lanes.
Kennel Drone Mast
The kennel's drone mast, bolted to the parking deck. It launches Watchers off its arms, and every Watcher that sees you calls for more: drop the callers mid-call, then the mast (each live drone shields it 15%). Don't hug it when the coils light.
Landing Antenna
A landing antenna on a Warden dropship's hull, pinging the ground for a clear spot. Three of them call the landing: break all three before it sets down and the drop goes wrong for them.
TIDY Boss
Kestrel's municipal sweeper, the size of a bus shelter, still on its route and very polite about it. Lit lanes in front of it are the brushes: step out sideways. A violet ring on you is the hopper breathing in: get out or get swept. Past 60% its hopper is full of people: break the four panels on its flanks (each one shields it) and Steady whoever falls out. Under 25% it rolls straight lanes across the lot: watch where it's facing when it tucks its legs.
Hopper Panel
A glass panel on TIDY's hopper with two people pressed against the inside of it. While the panels hold, TIDY takes less from everything. Break one and they fall out lucid: Steady them before the minute's up.
the USHER Boss
The Low Ring's Overseer, GLITCH compiled into the Sodium Yard depot: a white ring with one eye, light-rails hanging off it like a conductor's lanyards, a departure board in its iris. Queue: stay out of the lamplight or keep a body between you and its lance; it won't fire through people. Platform: bait it over a lit lane and the car derails it. Last Call: burst the Nightly bar back before it uploads, and stay off the humming floor.
Queued Thrall
A smoothed commuter waiting in the USHER's queue for the 21:59 service home. It never fights. One knock and it lies across the lane in a twenty-second lucid minute, and the USHER's lance won't fire through it.
Signal Lamp
A sodium signal lamp on the platform edge. Its light is how the USHER sees to aim: the scan lance only finds you inside it. Break it and that stretch of platform goes dark for good, and the Last Call bar gives way more easily.
Monorail Lane
One of the Sodium Yard's three monorail lanes, driven by the USHER while it holds the platform. The rail lights red and hums for two seconds, then a car comes through at speed: 40% of your health. It hits the USHER too, if you can get it to stand in the way.
Yard PA
The yard's public-address horns. At the Nightly test every Thrall within earshot stands still for fifteen seconds. A free beat, if you're ready for it.
Linesman Aurel Fenn
Mast 7's line officer: a Ferro in a hard hat with a cable pack, climbing down to put the cameras back. A lit lance of live wire (step off the line), cuffs from range, Watchers called in to re-light the block. At half he reroutes the mast through himself: a ring of sparks round him, so stop hugging him when it lights.
Proctor Ines Lenz
The arch's proctor: a Synth in spotless plate and shades who countersigns every Pin that walks through. A scan cone that marks you, cuffs from range, a stamp of three red squares where you stand. At half she locks the plaza down: a big white ring that drains your skills, so step out of it.
the Shepherd
A Kindred retrieval drone that comes for people the Nightly is missing. HELP HOME drags you toward it (Slip out of the white ring), a lit lane before it charges, Ticks round its skirts. At half it plays the Nightly jingle: a slow purple ring that leaves you Lagged. Finish it before the song does.
the Lamplighter
Sodium Street's night watch: a Warden in yellowed plate with a cap lamp, the one who finds the people who don't sing. LAMP is a cone of light that Marks you (break line of sight behind cover); CUFFS from range; BATON is a red circle on you, so step out. At half the lights come on: a slow amber ring that leaves you Lagged, and a Watcher drops in to help. Kill the Watcher, then him.
Mister Blinky
A Watcher drone that learned to chase: three kill marks on its shell and an eye that never stops blinking. BLINK drops three stun circles round you (move out of them); DIVE lights a lane, then it dives down it. At half it calls two Watchers and gets faster. It's fragile: shoot it out of the air before the escorts arrive.
the Bailiff
The Repo foreman who repossesses whole stalls: an oxblood suit, lime tape and a clipboard of liens. GARNISH is a red cone up close (back off); SEIZE puts a violet circle on you, then drags you in (leave the circle); LIEN cuffs you from range. Two Runners stay at his side, and at half FINAL NOTICE calls two more. Drop him and the crew scatters.